DarkTree Landscape Version: 2.00 Modified: 05/20/2001 Author: DarkSim - Mark Naivar // A landscape like texture viewed from above. Could also be useful // for rocks, 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 { Shader 1 : 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 : 0.725 Light1_Rotate : 0.82 Light2_Color : 0, 0, 0 Light2_Rise : 0.355 Light2_Rotate : 0 Surface_Color : Link_To 2 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 0 | Specular 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 3 | Bump Alpha : 1 } Noise 2 : Fractal Color { DarkData: 1, 0, 200 Transform: Trans_0 : 0.222222, 0, 0, 0 Trans_1 : 0, 0.222222, 0, 0 Trans_2 : 0, 0, 0.222222, 0 Common: Roughness : Link_To 7 | Percent Lacunarity : 0.8 Lacunarity_Lock : FALSE Strata_Function : Link_To 4 | Percent Blend_Function : Link_To 5 | Percent Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Color: Low : Link_To 0 | Color 1 High : Link_To 0 | Color 2 } Noise 3 : Fractal Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 0.222222, 0, 0, 0 Trans_1 : 0, 0.222222, 0, 0 Trans_2 : 0, 0, 0.222222, 0 Common: Roughness : Link_To 7 | Percent Lacunarity : 0.8 Lacunarity_Lock : FALSE Strata_Function : Link_To 4 | Percent Blend_Function : Link_To 5 | Percent Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : 0.18 } Generator 4 : Sine_Wave Function { DarkData: 2, 0, 200 Common: Input : Link_To 6 | Percent Frequency : 2 Amplitude : 0.5 Phase_Amount : 0.25 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE } Generator 5 : Sine_Wave Function { DarkData: 2, 1, 200 Common: Input : 0 Frequency : 4 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE } Generator 6 : Gain Function { DarkData: 3, 0, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE Gain : Link_To 0 | Morph } Process 7 : Composite Percent { DarkData: 2, 2, 200 Transform: Trans_0 : 4.5, 0, 0, 0 Trans_1 : 0, 4.5, 0, 0 Trans_2 : 0, 0, 4.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Roughness Invert : FALSE Percent: Percent_A : 0.366 Percent_B : 0.627 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Color 1 Tweak : 123, 78, 67 Tweak : IF_COLOR Tweak : Color 2 Tweak : 151, 115, 91 Tweak : IF_PERCENT Tweak : Roughness Tweak : 0.65 Tweak : IF_PERCENT Tweak : Morph Tweak : 0.45 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.03 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.08 Tweak : IF_INT Tweak : Random Seed Tweak : 36 }