DarkTree Water Scum Version: 2.00 Modified: 05/21/2001 Author: DarkSim - August // Black algae/scum on a rock surface caused by trickling water. // This is oriented so you will want to align it with your surface. Pref_Map: Planar Rep_Frame: 0 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Noise 1 : Rough Color { DarkData: 2, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Color: Low : Link_To 0 | Color 1 High : Link_To 0 | Color 2 } Deform 2 : Stretch Percent { DarkData: 2, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Mapping_Type : PLANAR_2D Absolute_Flag : TRUE Distortion : Link_To 4 | Percent Scale_Factor : 1 Percent: Background : Link_To 3 | Percent } Noise 3 : Fractal Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 3.15657, 0, 0, 0 Trans_1 : 0, 0.73494, 0, 0 Trans_2 : 0, 0, 6.31313, 0 Common: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 12 | Percent Contrast : 0.98 Input_Seed : Link_To 0 | Random Seed Percent: Low : 1 High : Link_To 0 | Scum Fade } Noise 4 : Fractal_1 Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 1, 0, 0, -6.6 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : Link_To 0 | Random Seed Percent: Low : 0 High : 1 } Noise 5 : Fractal Bump { DarkData: 2, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : 1.5 } Process 6 : Darken Color { DarkData: 1, -1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Invert : FALSE Mask : Link_To 2 | Percent Color: Background : Link_To 1 | Color } Shader 7 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.675 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.26 Light2_Rotate : 0.09 Surface_Color : Link_To 6 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 8 | Percent Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 0 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : 0 Environment : 180, 180, 240 Transparency : 0 Refraction : 1.5 Clear_Coat_Level : 0 Clear_Coat_Glossiness : 0.4 Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 0 Surface_Bump : Link_To 11 | Bump Alpha : 1 } Deform 8 : Stretch Percent { DarkData: 2, 1, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Mapping_Type : PLANAR_2D Absolute_Flag : TRUE Distortion : Link_To 4 | Percent Scale_Factor : 1 Percent: Background : Link_To 9 | Percent } Noise 9 : Fractal Percent { DarkData: 3, 1, 200 Transform: Trans_0 : 3.15657, 0, 0, 0 Trans_1 : 0, 0.73494, 0, 0 Trans_2 : 0, 0, 6.31313, 0 Common: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 12 | Percent Contrast : 0.98 Input_Seed : Link_To 0 | Random Seed Percent: Low : Link_To 0 | Rock Specular High : Link_To 0 | Skum Specular } Noise 10 : Rough Bump { DarkData: 2, 3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : 0.1 } Process 11 : Add Bump { DarkData: 1, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Bump: Bump_A : Link_To 5 | Bump Bump_B : Link_To 10 | Bump } Process 12 : Composite Percent { DarkData: 4, 1, 200 Transform: Trans_0 : 0.0625, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Scum Amount Invert : FALSE Percent: Percent_A : 0.25 Percent_B : 0.6 } Noise 13 : Fractal Percent { DarkData: 3, -1, 200 Transform: Trans_0 : 12.6263, 0, 0, 0 Trans_1 : 0, 1.46988, 0, 0 Trans_2 : 0, 0, 12.6263, 0 Common: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.98 Input_Seed : Link_To 0 | Random Seed Percent: Low : 1 High : Link_To 0 | Scum Fade } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Color 1 Tweak : 107, 98, 61 Tweak : IF_COLOR Tweak : Color 2 Tweak : 160, 160, 160 Tweak : IF_PERCENT Tweak : Scum Amount Tweak : 0.7 Tweak : IF_PERCENT Tweak : Scum Fade Tweak : 0.5 Tweak : IF_PERCENT Tweak : Rock Specular Tweak : 0.105 Tweak : IF_PERCENT Tweak : Skum Specular Tweak : 0.605 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.15 Tweak : IF_INT Tweak : Random Seed Tweak : 56 }