DarkTree Cybernet Version: 2.00 Modified: 04/25/2001 Author: Darkling Simulations (Skyler) // Cybernet gives you a nice techno- industrial surfaces. This is a // highly detailed surface and will require anti-aliasing for best // results. At distances, remove bump scale to avoid further // aliasing. Pref_Map: Frame Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Meters Heading: 0 Pitch: 0 { Process 1 : Maximum Bump { DarkData: 4, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, -0.05 Common: Bump: Bump_A : Link_To 2 | Bump Bump_B : Link_To 3 | Bump } Noise 2 : Manhattan Bump { DarkData: 5, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : Link_To 0 | Block Detail Lacunarity : 0.25 Lacunarity_Lock : TRUE Density : 6 Block_Size : Link_To 0 | Block Size Strata_Function : Link_To 4 | Percent Blend_Function : 0 Brightness : 0.5 Contrast : 0.7 Input_Seed : Link_To 0 | Random Seed Bump: Low : -0.5 High : 0.5 Bump_Scale : 0.8 } Noise 3 : Tech Bump { DarkData: 5, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.4 Lacunarity : 0.25 Lacunarity_Lock : TRUE Density : Link_To 0 | Line Density Trace_Size : Link_To 7 | Percent Strata_Function : Link_To 4 | Percent Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Background : -0.4 Trace : 1 Bump_Scale : 0.14 } Generator 4 : S_Curve Function { DarkData: 6, 0, 200 Common: Input : 0 Frequency : 1.4 Amplitude : 0.5 Phase_Amount : 0.125 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } External 5 : Cache Bump { DarkData: 3, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0.05 Common: Bump: Background : Link_To 1 | Bump } Gradient 6 : Elevation_Gradient Color { DarkData: 2, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, -0.05 Common: Number_Of_Shells : 4 Enable_Clamps : TRUE Blend_Function : 0 Shell_Position_1 : -0.11 Shell_Position_2 : 0.06 Shell_Position_3 : 0.25 Shell_Position_4 : 0.39 Shell_Position_5 : 1 Elevation : Link_To 5 | Bump Color: Shell_Value_1 : Link_To 0 | Color 4 Shell_Value_2 : Link_To 0 | Color 3 Shell_Value_3 : Link_To 0 | Color 2 Shell_Value_4 : Link_To 0 | Color 1 Shell_Value_5 : 0, 0, 133 } Process 7 : Composite Percent { DarkData: 6, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Line Size Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.3 } Shader 8 : 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 : 0.7 Light1_Rotate : 0.85 Light2_Color : 128, 128, 128 Light2_Rise : 0.03 Light2_Rotate : 0.15 Surface_Color : Link_To 9 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 0 | Specular Level Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 1 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 5 | Bump Alpha : 1 } Process 9 : Darken Color { DarkData: 1, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Invert : FALSE Mask : Link_To 10 | Percent Color: Background : Link_To 6 | Color } Noise 10 : Fractal_1 Percent { DarkData: 2, 1, 200 Transform: Trans_0 : 3.7037, 0, 0, 0 Trans_1 : 0, 3.7037, 0, 0 Trans_2 : 0, 0, 3.7037, 0 Common: Roughness : 0.5 Lacunarity : 0.6 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.722 Input_Seed : Link_To 0 | Random Seed Percent: Low : Link_To 11 | Percent High : Link_To 12 | Percent } Process 11 : Composite Percent { DarkData: 3, 1, 200 Transform: Trans_0 : 0.27, 0, 0, 0 Trans_1 : 0, 0.27, 0, 0 Trans_2 : 0, 0, 0.27, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Grungy Invert : FALSE Percent: Percent_A : 1 Percent_B : 0.25 } Process 12 : Composite Percent { DarkData: 3, 2, 200 Transform: Trans_0 : 0.27, 0, 0, 0 Trans_1 : 0, 0.27, 0, 0 Trans_2 : 0, 0, 0.27, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Grungy Invert : FALSE Percent: Percent_A : 1 Percent_B : 0.8 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Color 1 Tweak : 0, 0, 133 Tweak : IF_COLOR Tweak : Color 2 Tweak : 255, 255, 255 Tweak : IF_COLOR Tweak : Color 3 Tweak : 167, 154, 150 Tweak : IF_COLOR Tweak : Color 4 Tweak : 126, 126, 126 Tweak : IF_PERCENT Tweak : Grungy Tweak : 0.2 Tweak : IF_PERCENT Tweak : Block Detail Tweak : 0.5 Tweak : IF_PERCENT Tweak : Block Size Tweak : 0.5 Tweak : IF_PERCENT Tweak : Line Size Tweak : 0.395 Tweak : IF_INT Tweak : Line Density Tweak : 2 Tweak : IF_PERCENT Tweak : Specular Level Tweak : 0.05 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.05 Tweak : IF_INT Tweak : Random Seed Tweak : 7 }