DarkTree Spikey Fire Version: 2.00 Modified: 02/28/2003 Author: Skyler // This is a simple effect animation showing a spikey energy field. // This animation is meant to be placed on a plane. Test the // animation on a cube to determine proper orientation. 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 { Natural 1 : Venation Percent { DarkData: 2, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : Link_To 0 | Roughness Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.3 Strata_Function : 0 Blend_Function : Link_To 2 | Percent Brightness : 0.5 Contrast : 0.5 Input_Seed : 2 Percent: Background : 0 Veins : 1 } Generator 2 : Bell 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 Skew : Link_To 3 | Percent } Natural 3 : Blobs Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 0.641026, 0, 0, 0 Trans_1 : 0, 0.641026, 0, 0 Trans_2 : 0, 0, 0.641026, 0 Common: Input_Seed : 1 Blob_Size : 0.4 Density : 0.45 Blend_Function : 0 Percent: Blob : Link_To 0 | PatternAdjust1 Background : Link_To 0 | PatternAdjust2 } 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 : 0.7 Light1_Rotate : 0.85 Light2_Color : 128, 128, 128 Light2_Rise : 0.03 Light2_Rotate : 0.15 Surface_Color : Link_To 7 | Color Diffuse_Level : 0 Diffuse_Function : 0.5 Luminosity : 1 Specular_Level : 0 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 : 0 Alpha : Link_To 8 | Percent } Noise 5 : Fractal_1 Color { DarkData: 2, 1, 200 Transform: Trans_0 : 17.3611, 0, 0, 0 Trans_1 : 0, 17.3611, 0, 0 Trans_2 : 0, 0, 17.3611, 0 Common: Roughness : 0.674 Lacunarity : 0.6 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 6 | Percent Contrast : 0.456 Input_Seed : 1 Color: Low : Link_To 0 | Color1 High : Link_To 0 | Color2 } Natural 6 : Blobs Percent { DarkData: 3, 1, 200 Transform: Trans_0 : 0.0738461, 0, 0, 0 Trans_1 : 0, 0.0738461, 0, 0 Trans_2 : 0, 0, 0.0738461, 0 Common: Input_Seed : 1 Blob_Size : 0.4 Density : 0.45 Blend_Function : 0 Percent: Blob : 1 Background : 0.311 } Transform 7 : Translate 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: X_Amount : 0 Y_Amount : 0 Z_Amount : 1 Percent_Moved : Link_To 9 | Percent Color: Background : Link_To 5 | Color } Transform 8 : Translate 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: X_Amount : 0 Y_Amount : 0 Z_Amount : 1 Percent_Moved : Link_To 9 | Percent Percent: Background : Link_To 1 | Percent } External 9 : Time Percent { DarkData: 2, 2, 200 Common: B-Spline : HOLD B-Spline-NP : 2 B-Spline-P : 1, 0, FALSE, FALSE B-Spline-P : 120, 1, FALSE, FALSE } } Trigger_Bank: 1, 120 Tweaker { Tweak : IF_COLOR Tweak : Color1 Tweak : 255, 0, 0 Tweak : IF_COLOR Tweak : Color2 Tweak : 255, 227, 0 Tweak : IF_PERCENT Tweak : Roughness Tweak : 0.6 Tweak : IF_PERCENT Tweak : PatternAdjust1 Tweak : 1 Tweak : IF_PERCENT Tweak : PatternAdjust2 Tweak : 0 }