DarkTree Ocean Version: 2.00 Modified: 05/21/2001 Author: DarkSim - Skyler Swanson // This texture generates an animated surface for an ocean. It // animates over 3000 frames giving you plenty of time to have the // animation going in the background. The animation is designed to // be on a flat plane and probably won't look right on any other // surface. Use a raytraced reflection and refraction 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 { Transform 1 : Translate 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: X_Amount : 0 Y_Amount : 0 Z_Amount : 10 Percent_Moved : Link_To 2 | Percent Bump: Background : Link_To 8 | Bump } External 2 : Time Percent { DarkData: 5, -1, 200 Common: B-Spline : HOLD B-Spline-NP : 2 B-Spline-P : 1, 0, FALSE, FALSE B-Spline-P : 3000, 1, FALSE, FALSE } Noise 3 : Plasma Bump { DarkData: 5, 1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, -8.7423e-008, -2, 0 Trans_2 : 0, 2, -8.7423e-008, 0 Common: Roughness : 0.02 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Low : -0.5 High : 0.5 Bump_Scale : Link_To 21 | Bump } Natural 4 : Clouds Bump { DarkData: 3, -1, 200 Transform: Trans_0 : 2.85714, 0, 0, 0 Trans_1 : 0, -1.2489e-007, -2.85714, 0 Trans_2 : 0, 2.85714, -1.2489e-007, 0 Common: Roughness : 0.33 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 6 Puff_Size : 0.5 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Background : 0 Puff : 1 Bump_Scale : Link_To 20 | Bump } Deform 5 : Waver Bump { DarkData: 5, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, -4.37114e-008, -1, 0 Trans_2 : 0, 1, -4.37114e-008, 0 Common: Distortion : 0.6 Scale_Factor : 1 Input_Seed : 1 Bump: Background : Link_To 14 | Bump } Transform 6 : Translate Bump { DarkData: 4, 1, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 1, -3.55271e-015, 0 Trans_2 : 0, 3.55271e-015, 1, 0 Common: X_Amount : 0 Y_Amount : 6.15 Z_Amount : 7 Percent_Moved : Link_To 2 | Percent Bump: Background : Link_To 3 | Bump } Shader 7 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 1.06581e-014, 0 Trans_2 : 0, -1.06581e-014, 1, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.48 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.12 Light2_Rotate : 0 Surface_Color : Link_To 18 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : Link_To 0 | Self Illumination Specular_Level : Link_To 0 | Specular Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 0 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : Link_To 16 | Percent Environment : Link_To 9 | Color Transparency : Link_To 17 | Percent Refraction : 1.5 Clear_Coat_Level : 0 Clear_Coat_Glossiness : 0.4 Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 0 Surface_Bump : Link_To 1 | Bump Alpha : 1 } Process 8 : Add Bump { DarkData: 2, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 3.55271e-015, 0 Trans_2 : 0, -3.55271e-015, 1, 0 Common: Bump: Bump_A : Link_To 4 | Bump Bump_B : Link_To 15 | Bump } Natural 9 : Clouds Color { DarkData: 1, 1, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, -2.18557e-008, -0.5, 0.2 Trans_2 : 0, 0.5, -2.18557e-008, 3.67098e-016 Common: Roughness : 0.425 Lacunarity : 0.665 Lacunarity_Lock : FALSE Density : 10 Puff_Size : Link_To 11 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.61 Contrast : 0.62 Input_Seed : 1 Color: Background : Link_To 10 | Color Puff : 215, 215, 215 } Gradient 10 : Linear_Gradient Color { DarkData: 2, 1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, -3.67098e-016 Common: Blend_Function : 0 Repeat_Flag : FALSE Color: Top : 0, 0, 128 Bottom : 128, 255, 255 } Gradient 11 : Linear_Gradient Percent { DarkData: 2, 2, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, -0.7 Trans_2 : 0, 0, 2, -7.34196e-016 Common: Blend_Function : Link_To 12 | Percent Repeat_Flag : FALSE Percent: Top : 0.39 Bottom : 0 } Generator 12 : Gain Function { DarkData: 3, 2, 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 : 0.1 } Transform 13 : Translate Bump { DarkData: 4, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, -3.55271e-015, 0 Trans_2 : 0, 3.55271e-015, 1, 0 Common: X_Amount : 0 Y_Amount : 4 Z_Amount : 1 Percent_Moved : Link_To 2 | Percent Bump: Background : Link_To 5 | Bump } Natural 14 : Clouds Bump { DarkData: 6, 0, 200 Transform: Trans_0 : 0.714285, 0, 0, 0 Trans_1 : 0, 0.714285, -1.01067e-013, 0 Trans_2 : 0, 1.01067e-013, 0.714285, 0 Common: Roughness : 0.195 Lacunarity : 0.76 Lacunarity_Lock : FALSE Density : 6 Puff_Size : 0.5 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Background : 0 Puff : 0.57 Bump_Scale : Link_To 19 | Bump } Process 15 : Add Bump { DarkData: 3, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Bump: Bump_A : Link_To 13 | Bump Bump_B : Link_To 6 | Bump } External 16 : Incident Percent { DarkData: 1, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, -1.06581e-014, 0 Trans_2 : 0, 1.06581e-014, 1, 0 Common: Blend_Function : 0.5 Pitch : 0 Heading : 0 Percent: Edge : Link_To 0 | Reflectivity Facing : 0 } External 17 : Incident Percent { DarkData: 1, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, -1.06581e-014, 0 Trans_2 : 0, 1.06581e-014, 1, 0 Common: Blend_Function : 0.5 Pitch : 0 Heading : 0 Percent: Edge : 0 Facing : Link_To 0 | Transparency } Noise 18 : Fractal Color { DarkData: 2, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, -1.06581e-014, 0 Trans_2 : 0, 1.06581e-014, 1, 0 Common: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.8 Input_Seed : Link_To 0 | Random Seed Color: Low : Link_To 0 | Sea 2 High : Link_To 0 | Sea 1 } Process 19 : Composite Bump { DarkData: 7, 0, 200 Transform: Trans_0 : 1.4, 0, 0, 0 Trans_1 : 0, -6.11962e-008, 1.4, 0 Trans_2 : 0, -1.4, -6.11962e-008, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Chop Invert : FALSE Bump: Bump_A : 0 Bump_B : -2 } Process 20 : Composite Bump { DarkData: 4, -1, 200 Transform: Trans_0 : 0.35, 0, 0, 0 Trans_1 : 0, -1.5299e-008, 0.35, 0 Trans_2 : 0, -0.35, -1.5299e-008, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Chop Invert : FALSE Bump: Bump_A : -0.05 Bump_B : -0.25 } Process 21 : Composite Bump { DarkData: 6, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, -2.18557e-008, 0.5, 0 Trans_2 : 0, -0.5, -2.18557e-008, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Roll Invert : FALSE Bump: Bump_A : 0 Bump_B : 2 } } Trigger_Bank: 1, 3000 Tweaker { Tweak : IF_COLOR Tweak : Sea 1 Tweak : 58, 112, 101 Tweak : IF_COLOR Tweak : Sea 2 Tweak : 16, 32, 29 Tweak : IF_PERCENT Tweak : Chop Tweak : 0.5 Tweak : IF_PERCENT Tweak : Roll Tweak : 0.5 Tweak : IF_PERCENT Tweak : Reflectivity Tweak : 0.6 Tweak : IF_PERCENT Tweak : Transparency Tweak : 0.3 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.5 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 1 Tweak : IF_PERCENT Tweak : Self Illumination Tweak : 0.2 Tweak : IF_INT Tweak : Random Seed Tweak : 129 }