DarkTree Nature::Dried Mud Version: 2.00 Modified: 10/30/2002 Author: August Swanson // A fully shaded, dried mud texture. The texture animates over 30 // frames (1 to 30) with frame 1 being un-cracked mud and frame 30 // being fully cracked mud. Pref_Map: Planar Rep_Frame: 10 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Feet Heading: 0 Pitch: 0 { Natural 1 : Venation Color { DarkData: 3, -1, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Roughness : Link_To 6 | Percent Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : Link_To 8 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Color: Background : Link_To 11 | Color Veins : Link_To 0 | Color 1 } Natural 2 : Venation Bump { DarkData: 3, 0, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Roughness : Link_To 5 | Percent Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : Link_To 8 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Bump: Background : 0 Veins : 1 Bump_Scale : -0.5 } Process 3 : Composite Percent { DarkData: 5, 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 Percent_B : 0.8 } Process 4 : Composite Percent { DarkData: 6, 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 Percent_B : 0.4 } Process 5 : Composite Percent { DarkData: 4, 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 | Small Cracks Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.3 } Process 6 : Composite Percent { DarkData: 4, -2, 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 | Small Cracks Invert : FALSE Percent: Percent_A : 0 Percent_B : 1 } Shader 7 : 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 : 146, 216, 239 Light1_Rise : 0 Light1_Rotate : 0.25 Light2_Color : 255, 255, 170 Light2_Rise : 0.455 Light2_Rotate : 0.825 Surface_Color : Link_To 12 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : 0 Specular_Function : 0.5 Glossiness : 0.185 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 10 | Bump Alpha : 1 } Noise 8 : Fractal Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.75 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.885 Input_Seed : 1 Percent: Low : Link_To 4 | Percent High : Link_To 3 | Percent } Noise 9 : Fractal Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 2.22222, 0, 0, 0 Trans_1 : 0, 2.22222, 0, 0 Trans_2 : 0, 0, 2.22222, 0 Common: Roughness : 0.65 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Bump: Low : 0 High : 1 Bump_Scale : 0.25 } Process 10 : Add Bump { DarkData: 1, 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: Bump: Bump_A : Link_To 13 | Bump Bump_B : Link_To 9 | Bump } Noise 11 : Fractal Color { DarkData: 4, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.855 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.75 Input_Seed : 9 Color: Low : Link_To 0 | Color 1 High : Link_To 0 | Color 2 } Deform 12 : Waver Color { DarkData: 2, -1, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Distortion : Link_To 0 | Crack Distortion Scale_Factor : 1.5 Input_Seed : 98 Color: Background : Link_To 1 | Color } Deform 13 : Waver Bump { DarkData: 2, 0, 200 Transform: Trans_0 : 8, 0, 0, 0 Trans_1 : 0, 8, 0, 0 Trans_2 : 0, 0, 8, 0 Common: Distortion : Link_To 0 | Crack Distortion Scale_Factor : 1.5 Input_Seed : 98 Bump: Background : Link_To 2 | Bump } } Trigger_Bank: 1, 30 Tweaker { Tweak : IF_COLOR Tweak : Color 1 Tweak : 103, 45, 25 Tweak : IF_COLOR Tweak : Color 2 Tweak : 237, 157, 94 Tweak : IF_PERCENT Tweak : Crack Width Tweak : 0.5 Tweak : IF_PERCENT Tweak : Small Cracks Tweak : 0.5 Tweak : IF_PERCENT Tweak : Crack Distortion Tweak : 0.25 }