DarkTree Dried Mud Version: 2.00 Modified: 10/30/2002 Author: August Swanson // Dried mud, fully shaded with the Basic_Shader. The Rough noise // adds a few small points of specularity to simulate quartz // crystals in the soil. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Feet Heading: 0 Pitch: 0 { Natural 1 : Venation Color { DarkData: 1, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.585 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : Link_To 6 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Color: Background : Link_To 0 | Mud Color 1 Veins : Link_To 0 | Mud Color 2 } Natural 2 : Venation Bump { DarkData: 1, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.23 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : Link_To 6 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Bump: Background : 0 Veins : 1 Bump_Scale : -0.15 } Process 3 : Composite Percent { DarkData: 3, -1, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Crack Width Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.5 } Process 4 : Composite Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Crack Width Invert : FALSE Percent: Percent_A : 0.2 Percent_B : 0.8 } Shader 5 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.645 Light1_Rotate : 0.79 Light2_Color : 0, 0, 0 Light2_Rise : 0.455 Light2_Rotate : 0.825 Surface_Color : Link_To 1 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 7 | 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 2 | Bump Alpha : 1 } Noise 6 : Fractal Percent { DarkData: 2, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.83 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.885 Input_Seed : Link_To 0 | Seed Percent: Low : Link_To 3 | Percent High : Link_To 4 | Percent } Noise 7 : Rough Percent { DarkData: 1, 1, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 1 Strata_Function : 0 Blend_Function : 0 Brightness : 0.1 Contrast : 0.755 Input_Seed : Link_To 0 | Seed Percent: Low : Link_To 0 | Mud Specular High : Link_To 0 | Specks Specular } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Mud Color 1 Tweak : 156, 114, 75 Tweak : IF_COLOR Tweak : Mud Color 2 Tweak : 66, 48, 32 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.15 Tweak : IF_PERCENT Tweak : Crack Width Tweak : 0.5 Tweak : IF_PERCENT Tweak : Specks Specular Tweak : 1 Tweak : IF_PERCENT Tweak : Mud Specular Tweak : 0 Tweak : IF_INT Tweak : Seed Tweak : 1 }