DarkTree Gum Version: 2.00 Modified: 05/23/2001 Author: Skyler (Darkling Simulations) // This shader consists of a twisted mat of colorful gum-like // bands. Use the Gum Color tweak to set the base color and use // Color Range to vary each gum piece of that base color. The // Distortion tweak will set how stretched out each piece is. 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 : Lumps Color { DarkData: 2, 0, 200 Transform: Trans_0 : 0.4, 0, 0, 0 Trans_1 : 0, 0.4, 0, 0 Trans_2 : 0, 0, 0.4, 0 Common: Lump_Size : 1 Density : 1 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Color: Background : 0, 0, 0 Lumps : Link_To 8 | Color } Deform 2 : Waver Color { DarkData: 1, 0, 200 Transform: Trans_0 : 10, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 10, 0 Common: Distortion : 1 Scale_Factor : Link_To 10 | Bump Input_Seed : 1 Color: Background : Link_To 1 | Color } Deform 3 : Waver Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 10, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 10, 0 Common: Distortion : 1 Scale_Factor : Link_To 10 | Bump Input_Seed : 1 Bump: Background : Link_To 4 | Bump } Natural 4 : Lumps Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 0.4, 0, 0, 0 Trans_1 : 0, 0.4, 0, 0 Trans_2 : 0, 0, 0.4, 0 Common: Lump_Size : 1 Density : 1 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Bump: Background : 0 Lumps : 1 Bump_Scale : 0.11 Bevel_Profile : 0 } Process 5 : Contrast Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Invert : FALSE Contrast : Link_To 7 | Percent Percent: Median : 0.5 Background : Link_To 6 | Percent } Control 6 : Randomizer Percent { DarkData: 5, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : 0 Percent_Maximum : 1 } Process 7 : Composite Percent { DarkData: 5, 1, 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 | Color Range Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.5 } Process 8 : Hue_Rotate Color { DarkData: 3, 0, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Invert : FALSE Amount : Link_To 5 | Percent Color: Background : Link_To 0 | Gum Color } 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 : 0.248 Light2_Rotate : 0.15 Surface_Color : Link_To 2 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : Link_To 0 | Shininess Specular_Function : 0.5 Glossiness : 0.3 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 } Process 10 : Composite Bump { DarkData: 2, -1, 200 Transform: Trans_0 : 0.1, 0, 0, 0 Trans_1 : 0, 0.1, 0, 0 Trans_2 : 0, 0, 0.1, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Distortion Invert : FALSE Bump: Bump_A : 1 Bump_B : 8 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Gum Color Tweak : 216, 189, 0 Tweak : IF_PERCENT Tweak : Color Range Tweak : 0.87 Tweak : IF_PERCENT Tweak : Distortion Tweak : 0.385 Tweak : IF_PERCENT Tweak : Shininess Tweak : 0.805 }