DarkTree Brier Patch Version: 2.00 Modified: 02/26/2001 Author: Mark Naivar (Darkling Simulations) // A patch of thorny branches. This is a 2D shader and so must be // aligned with any surface its applied to in a 3D scene. Pref_Map: Frame Rep_Frame: 1 Type: UNKNOWN Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Pattern 1 : Flagstones Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 1.33333, 0, 0, 0 Trans_1 : 0, 1.33333, 0, 0 Trans_2 : 0, 0, 1.33333, 0 Common: Mortar_Width : 0.05 Density : 0.5 Blend_Function : Link_To 3 | Percent Input_Seed : Link_To 0 | Random Seed Rounded_Corners : 0.5 Depth : 1 Width : 1 Height : 1 Sampling_Options : RECENTER Mapping_Type : PLANAR_2D Percent: Stone : Link_To 2 | Percent Mortar : 0 } Pattern 2 : Rising_Sun Percent { DarkData: 5, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Number_Of_Rays : 7 Blend_Function : Link_To 3 | Percent Sun_Size : 0 Ray_Size : Link_To 4 | Percent Percent: Sun : 0 Ray : 0 Background : 1 } Generator 3 : Linear Function { DarkData: 6, 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 } Generator 4 : Bias Function { DarkData: 6, 0, 200 Common: Input : 0 Frequency : 1.5 Amplitude : 0.5 Phase_Amount : 0.08 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE Bias : 0.7 } Gradient 5 : Mask_Gradient 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: Number_Of_Shells : 3 Enable_Clamps : TRUE Blend_Function : 0 Shell_Position_1 : 0 Shell_Position_2 : 0.8 Shell_Position_3 : 1 Shell_Position_4 : 0.75 Shell_Position_5 : 1 Mask : Link_To 12 | Percent Color: Shell_Value_1 : Link_To 6 | Color Shell_Value_2 : Link_To 0 | Thorn Edge Shell_Value_3 : 0, 0, 0 Shell_Value_4 : 0, 255, 255 Shell_Value_5 : 0, 0, 255 } Noise 6 : Simple Color { DarkData: 2, 1, 200 Transform: Trans_0 : 16.9492, 0, 0, 0 Trans_1 : 0, 16.9492, 0, 0 Trans_2 : 0, 0, 16.9492, 0 Common: Brightness : 0.719 Contrast : 0.7 Blend_Function : 0 Input_Seed : 0 Color: Low : Link_To 0 | Brier High : Link_To 0 | Brier Spots } Deform 7 : Waver Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Distortion : 0.396 Scale_Factor : 1 Input_Seed : 1 Percent: Background : Link_To 1 | Percent } Process 8 : Invert 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: Invert : FALSE Mask : 1 Percent: Background : Link_To 12 | Percent } Shader 9 : 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 : 0.7 Light1_Rotate : 0.85 Light2_Color : 128, 128, 128 Light2_Rise : 0.03 Light2_Rotate : 0.15 Surface_Color : Link_To 5 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : 0.2 Specular_Function : 0.5 Glossiness : 0.2 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 : Link_To 8 | Percent } Gradient 10 : Mask_Gradient Bump { DarkData: 1, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Number_Of_Shells : 2 Enable_Clamps : TRUE Blend_Function : Link_To 11 | Percent Shell_Position_1 : 0 Shell_Position_2 : 1 Shell_Position_3 : 0.5 Shell_Position_4 : 0.75 Shell_Position_5 : 1 Mask : Link_To 12 | Percent Bump: Shell_Value_1 : 1 Shell_Value_2 : 0 Shell_Value_3 : 0 Shell_Value_4 : 1 Shell_Value_5 : 0 Bump_Scale : 0.05 } Generator 11 : S_Curve Function { DarkData: 2, 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 } External 12 : Cache 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: Percent: Background : Link_To 7 | Percent } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Brier Tweak : 191, 174, 131 Tweak : IF_COLOR Tweak : Brier Spots Tweak : 184, 106, 94 Tweak : IF_COLOR Tweak : Thorn Edge Tweak : 44, 75, 3 Tweak : IF_INT Tweak : Random Seed Tweak : 2 }