DarkTree Drought Version: 2.00 Modified: 05/21/2001 Author: DarkSim - August // This darktree generates dry, cracked soil. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Process 1 : Composite Percent { DarkData: 2, 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 | Crumble Invert : FALSE Percent: Percent_A : 0.249 Percent_B : 0.555 } Natural 2 : 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 : Link_To 4 | Percent Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : Link_To 3 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Color: Background : Link_To 0 | Dirt 1 Veins : Link_To 0 | Dirt 2 } Noise 3 : 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 | Random Seed Percent: Low : 0.4 High : 0.8 } Process 4 : Composite Percent { DarkData: 2, -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 | Crumble Invert : FALSE Percent: Percent_A : 0.316 Percent_B : 0.81 } 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 : 0.887 Light1_Rotate : 0.25 Light2_Color : 0, 0, 0 Light2_Rise : 0.545 Light2_Rotate : 0.825 Surface_Color : Link_To 2 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 0 | Specularity 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 6 | Bump Alpha : 1 } Natural 6 : 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 : Link_To 1 | Percent Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : Link_To 7 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Background : 0 Veins : 0.69 Bump_Scale : -0.4 } Noise 7 : Fractal Percent { DarkData: 2, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.68 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.783 Input_Seed : Link_To 0 | Random Seed Percent: Low : 0.4 High : 0.8 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Dirt 2 Tweak : 66, 48, 32 Tweak : IF_COLOR Tweak : Dirt 1 Tweak : 156, 114, 75 Tweak : IF_PERCENT Tweak : Crumble Tweak : 0.25 Tweak : IF_PERCENT Tweak : Specularity Tweak : 0.02 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.185 Tweak : IF_INT Tweak : Random Seed Tweak : 2 }