DarkTree Red Oak Version: 2.00 Modified: 09/04/2002 Author: Marvin Landis // A Red Oak shader with grain bumps and independent grain // specularity. Uses a Relative Gradient shell and Waver // deformation to achieve the wood grain. The Oak's rays are // created with a stretched Worm Sign pattern. Pref_Map: Frame Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Centimeters Heading: 0 Pitch: 0 { Gradient 1 : Relative_Shells Color { DarkData: 3, -2, 200 Transform: Trans_0 : 1.94569, -0.167641, -0.0295594, -1.49429 Trans_1 : 0.0295595, 0.666737, -1.83556, -0.0227017 Trans_2 : 0.167641, 1.82813, 0.666737, -0.128747 Common: Mapping_Type : CYLINDRICAL_2D Number_Of_Shells : 3 Blend_Function : 0 Shell_Position_1 : Link_To 13 | Percent Shell_Position_2 : Link_To 12 | Percent Shell_Position_3 : Link_To 11 | Percent Shell_Position_4 : 0.2 Shell_Position_5 : 0.4 Repeat_Flag : TRUE Absolute_Flag : FALSE Color: Background : Link_To 0 | Wood Color Shell_Value_1 : Link_To 0 | Grain1 Color Shell_Value_2 : Link_To 0 | Grain2 Color Shell_Value_3 : Link_To 0 | Grain3 Color Shell_Value_4 : 190, 165, 152 Shell_Value_5 : 148, 123, 101 } Process 2 : Composite Color { DarkData: 1, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 9.94352e-015, 0 Trans_2 : 0, -3.15374e-016, 1, 0 Common: Blend_Function : 0.5 Mask : 0.3 Invert : FALSE Color: Color_A : Link_To 3 | Color Color_B : Link_To 4 | Color } Deform 3 : Waver Color { DarkData: 2, -2, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, -0.666667, -1.74846e-007, 0 Trans_2 : 0, 5.82819e-008, -2, 0 Common: Distortion : Link_To 0 | Grain Distortion Scale_Factor : 1.3 Input_Seed : Link_To 0 | Input Seed Color: Background : Link_To 1 | Color } Noise 4 : Worm_Sign Color { DarkData: 2, -1, 200 Transform: Trans_0 : 40, 0, 0, 0 Trans_1 : 0, 1.42857, -1.4205e-014, 0 Trans_2 : 0, 1.2615e-014, 40, 0 Common: Brightness : Link_To 0 | Rays Amount Contrast : Link_To 0 | Rays Contrast Blend_Function : 0 Input_Seed : 1 Color: Low : Link_To 0 | Wood Color High : Link_To 0 | Rays Color } Process 5 : Multiply Bump { DarkData: 3, 0, 200 Transform: Trans_0 : 0.255026, 0.00387447, 0.021973, 0.384 Trans_1 : 0.0659191, -0.262172, -0.718849, 9.20716e-007 Trans_2 : 0.00387446, 0.240591, -0.0873906, 1.12439e-007 Common: Bump: Bump_A : Link_To 0 | Grain Amplitude Bump_B : 0.002 } Process 6 : Multiply Bump { DarkData: 4, 0, 200 Transform: Trans_0 : 0.255026, 0.00387447, 0.021973, 0.384 Trans_1 : 0.0659191, -0.262172, -0.718849, 9.20716e-007 Trans_2 : 0.00387446, 0.240591, -0.0873906, 1.12439e-007 Common: Bump: Bump_A : Link_To 0 | Grain Amplitude Bump_B : 0.005 } Process 7 : Multiply Bump { DarkData: 5, 0, 200 Transform: Trans_0 : 0.255026, 0.00387447, 0.021973, 0.384 Trans_1 : 0.0659191, -0.262172, -0.718849, 9.20716e-007 Trans_2 : 0.00387446, 0.240591, -0.0873906, 1.12439e-007 Common: Bump: Bump_A : Link_To 0 | Grain Amplitude Bump_B : 0.004 } 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 2 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : Link_To 14 | Percent Specular_Function : 0.5 Glossiness : 0.2 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 9 | Bump Alpha : 1 } Deform 9 : Waver Bump { DarkData: 1, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, -0.666667, -1.74846e-007, 0 Trans_2 : 0, 5.82819e-008, -2, 0 Common: Distortion : Link_To 0 | Grain Distortion Scale_Factor : 1.3 Input_Seed : Link_To 0 | Input Seed Bump: Background : Link_To 10 | Bump } Gradient 10 : Relative_Shells Bump { DarkData: 2, 0, 200 Transform: Trans_0 : 1.94569, -0.167641, -0.0295594, -1.49429 Trans_1 : 0.0295595, 0.666737, -1.83556, -0.0227017 Trans_2 : 0.167641, 1.82813, 0.666737, -0.128747 Common: Mapping_Type : CYLINDRICAL_2D Number_Of_Shells : 3 Blend_Function : 0 Shell_Position_1 : Link_To 13 | Percent Shell_Position_2 : Link_To 12 | Percent Shell_Position_3 : Link_To 11 | Percent Shell_Position_4 : 0.2 Shell_Position_5 : 0.4 Repeat_Flag : TRUE Absolute_Flag : FALSE Bump: Background : 0 Shell_Value_1 : Link_To 5 | Bump Shell_Value_2 : Link_To 6 | Bump Shell_Value_3 : Link_To 7 | Bump Shell_Value_4 : 0.5 Shell_Value_5 : 0 Bump_Scale : 1 } Noise 11 : Rough Percent { DarkData: 6, -2, 200 Transform: Trans_0 : 0.991085, -0.0668327, 0.115257, -1.50571 Trans_1 : 0.00147175, 0.00580547, -0.00928889, 0.00113504 Trans_2 : 0.196566, 1.86308, -0.609926, 0.257495 Common: Lacunarity : 0.406 Lacunarity_Lock : FALSE Roughness : Link_To 0 | Grain Roughness Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.4 Input_Seed : 1 Percent: Low : 0 High : 1 } Noise 12 : Rough Percent { DarkData: 5, -2, 200 Transform: Trans_0 : 2.47969, -0.0442171, 0.243515, 0.249767 Trans_1 : 0.00260252, 0.00582265, -0.00919146, 0.0118154 Trans_2 : 0.453081, 1.86698, -0.587825, -0.37234 Common: Lacunarity : 0.406 Lacunarity_Lock : FALSE Roughness : Link_To 0 | Grain Roughness Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.4 Input_Seed : 1 Percent: Low : 0 High : 1 } Noise 13 : Rough Percent { DarkData: 4, -2, 200 Transform: Trans_0 : 0.991085, -0.0668327, 0.115257, -1.50571 Trans_1 : 0.00147175, 0.00580547, -0.00928889, 0.00113504 Trans_2 : 0.196566, 1.86308, -0.609926, 0.257495 Common: Lacunarity : 0.406 Lacunarity_Lock : FALSE Roughness : Link_To 0 | Grain Roughness Strata_Function : 0 Blend_Function : 0 Brightness : 1 Contrast : 0.4 Input_Seed : 1 Percent: Low : 0.2 High : 0.6 } Deform 14 : Waver Percent { DarkData: 1, 1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, -0.666667, -1.74846e-007, 0 Trans_2 : 0, 5.82819e-008, -2, 0 Common: Distortion : Link_To 0 | Grain Distortion Scale_Factor : 1.3 Input_Seed : Link_To 0 | Input Seed Percent: Background : Link_To 15 | Percent } Gradient 15 : Relative_Shells Percent { DarkData: 2, 1, 200 Transform: Trans_0 : 1.94569, -0.167641, -0.0295594, -1.49429 Trans_1 : 0.0295595, 0.666737, -1.83556, -0.0227017 Trans_2 : 0.167641, 1.82813, 0.666737, -0.128747 Common: Mapping_Type : CYLINDRICAL_2D Number_Of_Shells : 3 Blend_Function : 0 Shell_Position_1 : Link_To 13 | Percent Shell_Position_2 : Link_To 12 | Percent Shell_Position_3 : Link_To 11 | Percent Shell_Position_4 : 0.2 Shell_Position_5 : 0.4 Repeat_Flag : TRUE Absolute_Flag : FALSE Percent: Background : Link_To 0 | Wood Specularity Shell_Value_1 : Link_To 0 | Wood Specularity Shell_Value_2 : Link_To 16 | Percent Shell_Value_3 : Link_To 17 | Percent Shell_Value_4 : 0.745098 Shell_Value_5 : 0.580392 } Process 16 : Multiply Percent { DarkData: 3, 1, 200 Transform: Trans_0 : 0.255026, 0.00387447, 0.021973, 0.384 Trans_1 : 0.0659191, -0.262172, -0.718849, 9.14735e-007 Trans_2 : 0.00387446, 0.240591, -0.0873906, 1.11625e-007 Common: Percent: Percent_A : Link_To 0 | Grain Specularity Percent_B : 1 } Process 17 : Multiply Percent { DarkData: 4, 1, 200 Transform: Trans_0 : 0.255026, 0.00387447, 0.021973, 0.384 Trans_1 : 0.0659191, -0.262172, -0.718849, 9.14735e-007 Trans_2 : 0.00387446, 0.240591, -0.0873906, 1.11625e-007 Common: Percent: Percent_A : Link_To 0 | Grain Specularity Percent_B : 0.8 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Wood Color Tweak : 193, 168, 142 Tweak : IF_PERCENT Tweak : Wood Specularity Tweak : 0.3 Tweak : IF_COLOR Tweak : Grain1 Color Tweak : 193, 164, 142 Tweak : IF_COLOR Tweak : Grain2 Color Tweak : 145, 107, 94 Tweak : IF_COLOR Tweak : Grain3 Color Tweak : 162, 129, 114 Tweak : IF_PERCENT Tweak : Grain Specularity Tweak : 0.1 Tweak : IF_PERCENT Tweak : Grain Roughness Tweak : 0.813 Tweak : IF_PERCENT Tweak : Grain Distortion Tweak : 0.6 Tweak : IF_BUMP Tweak : Grain Amplitude Tweak : 1.5 Tweak : IF_COLOR Tweak : Rays Color Tweak : 53, 34, 14 Tweak : IF_PERCENT Tweak : Rays Amount Tweak : 0.162 Tweak : IF_PERCENT Tweak : Rays Contrast Tweak : 0.61 Tweak : IF_INT Tweak : Input Seed Tweak : 1 }