DarkTree Ice Version: 2.00 Modified: 05/21/2001 Author: DarkSim - Skyler Swanson // This darktree generates an ice surface. You will want to // raytrace the refraction and reflection for best results. Pref_Map: Spherical Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Natural 1 : Agate 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 : 0.5 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.769 Input_Seed : Link_To 0 | Random Seed Color: Low : Link_To 0 | Frost Color 1 High : Link_To 0 | Frost Color 2 } Process 2 : Composite Percent { DarkData: 1, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : Link_To 13 | Percent Mask : Link_To 0 | Frost Invert : FALSE Percent: Percent_A : 0.75 Percent_B : 0 } Process 3 : Composite 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: Blend_Function : Link_To 13 | Percent Mask : Link_To 0 | Frost Invert : FALSE Percent: Percent_A : 0.3 Percent_B : 0 } Shader 4 : 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 : 0.665 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 1 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.05 Specular_Level : Link_To 12 | Percent Specular_Function : 0.5 Glossiness : Link_To 11 | Percent Metal_Highlight : 0 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : Link_To 2 | Percent Environment : Link_To 5 | Color Transparency : Link_To 3 | Percent Refraction : 1.2 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 } Natural 5 : Clouds Color { DarkData: 1, 2, 200 Transform: Trans_0 : 2.77778, 0, 0, 0 Trans_1 : 0, 2.77778, 0, 0 Trans_2 : 0, 0, 2.77778, 0 Common: Roughness : 0.45 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 5 Puff_Size : Link_To 7 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Color: Background : Link_To 8 | Color Puff : 255, 255, 255 } Noise 6 : Plasma Bump { DarkData: 3, -1, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Roughness : 0.032 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : 0.17 } Gradient 7 : Linear_Gradient Percent { DarkData: 2, 2, 200 Transform: Trans_0 : 0.36, 0, 0, 0 Trans_1 : 0, 0.36, 0, -0.16 Trans_2 : 0, 0, 0.36, 0 Common: Blend_Function : 0 Repeat_Flag : FALSE Percent: Top : 0.818 Bottom : 0 } Gradient 8 : Linear_Gradient Color { DarkData: 2, 3, 200 Transform: Trans_0 : 0.72, 0, 0, 0 Trans_1 : 0, 0.72, 0, 0.4 Trans_2 : 0, 0, 0.72, 0 Common: Blend_Function : 0 Repeat_Flag : FALSE Color: Top : 1, 145, 222 Bottom : 67, 69, 90 } Noise 9 : Rough Bump { DarkData: 3, -2, 200 Transform: Trans_0 : 10, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 10, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : TRUE Roughness : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : 0.01 } Process 10 : Composite Bump { DarkData: 2, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : Link_To 14 | Percent Mask : Link_To 0 | Frost Invert : FALSE Bump: Bump_A : Link_To 6 | Bump Bump_B : Link_To 9 | Bump } Process 11 : Composite Percent { DarkData: 1, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Frost Invert : FALSE Percent: Percent_A : 0.6 Percent_B : 0.05 } Process 12 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Frost Invert : TRUE Percent: Percent_A : 0.03 Percent_B : 0.6 } Generator 13 : Bias Function { DarkData: 3, 1, 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 Bias : 0.766 } Generator 14 : Bias 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 Bias : 0.063 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Frost Color 1 Tweak : 218, 218, 218 Tweak : IF_COLOR Tweak : Frost Color 2 Tweak : 255, 255, 255 Tweak : IF_PERCENT Tweak : Frost Tweak : 0 Tweak : IF_INT Tweak : Random Seed Tweak : 79 }