DarkTree Coral Version: 2.00 Modified: 05/19/2001 Author: DarkSim - SkylerS // This darktree generates a detailed coral surface. 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 : Lumps Color { DarkData: 3, 3, 200 Transform: Trans_0 : 20, 0, 0, 0 Trans_1 : 0, 20, 0, 0 Trans_2 : 0, 0, 20, 0 Common: Lump_Size : 0.33 Density : 0.66 Blend_Function : 0 Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Color: Background : Link_To 0 | Coral Lumps : Link_To 7 | Color } Natural 2 : Blobs Bump { DarkData: 3, -1, 200 Transform: Trans_0 : 1.81818, 0, 0, 0 Trans_1 : 0, 1.81818, 0, 0 Trans_2 : 0, 0, 1.81818, 0 Common: Input_Seed : Link_To 0 | Random Seed Blob_Size : 0.549 Density : 0.45 Blend_Function : Link_To 12 | Percent Bump: Blob : 0.35 Background : 0 Bump_Scale : 1 } Process 3 : Darken Color { DarkData: 2, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Invert : FALSE Mask : Link_To 13 | Percent Color: Background : Link_To 1 | Color } Process 4 : Fade Color { DarkData: 1, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Invert : FALSE Mask : Link_To 14 | Percent Color: Background : Link_To 3 | Color } Process 5 : Add 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: Bump: Bump_A : Link_To 6 | Bump Bump_B : Link_To 11 | Bump } Noise 6 : Plasma Bump { DarkData: 2, -1, 200 Transform: Trans_0 : 1, 0, 0, -2.1375 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.07 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : 1.05 } Process 7 : HSV_Attractor Color { DarkData: 4, 3, 200 Transform: Trans_0 : 0.04, 0, 0, 0 Trans_1 : 0, 0.04, 0, 0 Trans_2 : 0, 0, 0.04, 0 Color: Background : Link_To 0 | Nodule 1 Target : Link_To 0 | Nodule 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : Link_To 8 | Percent Sat_Amount : Link_To 8 | Percent Val_Amount : Link_To 8 | Percent } Control 8 : Randomizer Percent { DarkData: 5, 3, 200 Transform: Trans_0 : 2.5, 0, 0, 0 Trans_1 : 0, 2.5, 0, 0 Trans_2 : 0, 0, 2.5, 0 Common: Input_Seed : Link_To 0 | Random Seed Percent: Percent_Minimum : 0 Percent_Maximum : 1 } Shader 9 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 1.25, 0, 0, 0 Trans_1 : 0, 1.25, 0, 0 Trans_2 : 0, 0, 1.25, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.795 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.2 Light2_Rotate : 0 Surface_Color : Link_To 4 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 0 | Specular Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness 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 5 | Bump Alpha : 1 } Natural 10 : Lumps Bump { DarkData: 3, 0, 200 Transform: Trans_0 : 20, 0, 0, 0 Trans_1 : 0, 20, 0, 0 Trans_2 : 0, 0, 20, 0 Common: Lump_Size : 0.33 Density : 0.66 Blend_Function : 0 Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Bump: Background : 0 Lumps : 1 Bump_Scale : 0.01 Bevel_Profile : 0 } Process 11 : Add Bump { DarkData: 2, 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 10 | Bump Bump_B : Link_To 2 | Bump } Generator 12 : Round Function { DarkData: 4, 1, 200 Common: Input : Link_To 16 | Percent Frequency : 3 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 : TRUE } Natural 13 : Blobs Percent { DarkData: 3, 2, 200 Transform: Trans_0 : 1.81818, 0, 0, 0 Trans_1 : 0, 1.81818, 0, 0 Trans_2 : 0, 0, 1.81818, 0 Common: Input_Seed : Link_To 0 | Random Seed Blob_Size : 0.549 Density : 0.45 Blend_Function : Link_To 12 | Percent Percent: Blob : 1 Background : 0.58 } Natural 14 : Blobs Percent { DarkData: 2, 4, 200 Transform: Trans_0 : 1.81818, 0, 0, 0 Trans_1 : 0, 1.81818, 0, 0 Trans_2 : 0, 0, 1.81818, 0 Common: Input_Seed : Link_To 0 | Random Seed Blob_Size : 0.549 Density : 0.45 Blend_Function : Link_To 15 | Percent Percent: Blob : Link_To 0 | Band Fade Background : 0 } Generator 15 : Round Function { DarkData: 3, 4, 200 Common: Input : Link_To 16 | Percent Frequency : 3 Amplitude : 0.5 Phase_Amount : 1 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Generator 16 : Gain Function { DarkData: 5, 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 Gain : Link_To 0 | Band Width } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Coral Tweak : 180, 122, 184 Tweak : IF_COLOR Tweak : Nodule 1 Tweak : 104, 225, 219 Tweak : IF_COLOR Tweak : Nodule 2 Tweak : 145, 86, 172 Tweak : IF_PERCENT Tweak : Band Width Tweak : 0.5 Tweak : IF_PERCENT Tweak : Band Fade Tweak : 0.655 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.4 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.225 Tweak : IF_INT Tweak : Random Seed Tweak : 64 }