DarkTree Anasazi 1 Version: 2.00 Modified: 08/27/2002 Author: Skyler Swanson // My first attempt at an anasazi type rock wall texture. Pref_Map: Frame Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Meters Heading: 0 Pitch: 0 { Pattern 1 : Rock_Wall Color { DarkData: 2, 0, 200 Transform: Trans_0 : 0.273684, 0, 0, 0 Trans_1 : 0, 0.273684, 0, 0 Trans_2 : 0, 0, 0.273684, 0 Common: Input_Seed : 1 Height : 1 Width : 2 Depth : 1 Row_Shift : 0.5 Mortar_Width : Link_To 13 | Percent Blend_Function : Link_To 21 | Percent Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 0.75 Smallest_Size : 0.25 Size_Variation : 0.25 Rounded_Corners : 0.05 Align : 0.5 Directional_Bias : 0.5 Color: Stones : Link_To 14 | Color Mortar : Link_To 0 | Mortar } Process 2 : Composite Percent { DarkData: 7, -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 | Rock Hue Invert : FALSE Percent: Percent_A : 0 Percent_B : 1 } Process 3 : Add Percent { DarkData: 6, -1, 200 Transform: Trans_0 : 0.950001, 0, 0, 0 Trans_1 : 0, 0.950001, 0, 0 Trans_2 : 0, 0, 0.950001, 0 Common: Percent: Percent_A : Link_To 2 | Percent Percent_B : Link_To 4 | Percent } Process 4 : Composite Percent { DarkData: 7, -2, 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 | Hue Variation Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.2 } Process 5 : Composite Percent { DarkData: 6, 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 | Mortar Width Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.25 } Process 6 : Add 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: Percent: Percent_A : Link_To 5 | Percent Percent_B : 0.2 } Process 7 : Add Percent { DarkData: 5, 2, 200 Transform: Trans_0 : 0.0465235, 0, 0, 0 Trans_1 : 0, 0.0465235, 0, 0 Trans_2 : 0, 0, 0.0465235, 0 Common: Percent: Percent_A : Link_To 5 | Percent Percent_B : Link_To 23 | Percent } Shader 8 : 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 15 | 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 18 | Bump Alpha : 1 } Pattern 9 : Rock_Wall Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 0.273684, 0, 0, 0 Trans_1 : 0, 0.273684, 0, 0 Trans_2 : 0, 0, 0.273684, 0 Common: Input_Seed : 1 Height : 1 Width : 2 Depth : 1 Row_Shift : 0.5 Mortar_Width : 0.2 Blend_Function : Link_To 21 | Percent Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 0.75 Smallest_Size : 0.25 Size_Variation : 0.25 Rounded_Corners : 0.097 Align : 0.5 Directional_Bias : 0.5 Bump: Stones : Link_To 11 | Bump Mortar : 0 Bump_Scale : 0.27 Bevel_Width : Link_To 12 | Percent Bevel_Profile : Link_To 21 | Percent } Control 10 : Randomizer Color { DarkData: 5, -1, 200 Transform: Trans_0 : 0.6723, 0, 0, 0 Trans_1 : 0, 0.6723, 0, 0 Trans_2 : 0, 0, 0.6723, 0 Common: Input_Seed : 1 Color: Hue_Minimum : Link_To 2 | Percent Hue_Maximum : Link_To 3 | Percent Saturation_Minimum : 0.342 Saturation_Maximum : 0.495 Value_Minimum : 0.359 Value_Maximum : 0.659 } Natural 11 : Pumice Bump { DarkData: 3, 2, 200 Transform: Trans_0 : 0.743716, 0, 0, 0 Trans_1 : 0, 0.743716, 0, 0 Trans_2 : 0, 0, 0.743716, 0 Common: Pit_Depth : 0.5 Lacunarity : 0.5 Lacunarity_Lock : TRUE Roughness : 0.5 Brightness : 0.5 Contrast : 0.5 Pit_Size : 0.25 Density : 3 Strata_Function : 0 Blend_Function : 0 Input_Seed : 1 Bump: Pit : 0 Background : 1 Bump_Scale : 0.16 } Noise 12 : Fractal_1 Percent { DarkData: 3, 1, 200 Transform: Trans_0 : 10.2099, 0, 0, 0 Trans_1 : 0, 10.2099, 0, 0 Trans_2 : 0, 0, 10.2099, 0 Common: Roughness : 0.35 Lacunarity : 0.6 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.335 Contrast : 0.237 Input_Seed : 1 Percent: Low : Link_To 7 | Percent High : Link_To 22 | Percent } Noise 13 : Fractal_1 Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 10.2099, 0, 0, 0 Trans_1 : 0, 10.2099, 0, 0 Trans_2 : 0, 0, 10.2099, 0 Common: Roughness : 0.637 Lacunarity : 0.6 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.681 Contrast : 0.575 Input_Seed : 1 Percent: Low : Link_To 5 | Percent High : Link_To 6 | Percent } Process 14 : Composite Color { DarkData: 3, -1, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 16 | Percent Invert : FALSE Color: Color_A : Link_To 19 | Color Color_B : Link_To 0 | Dust } Deform 15 : Warp Color { DarkData: 1, 0, 200 Transform: Trans_0 : 7.69231, 0, 0, 0 Trans_1 : 0, 7.69231, 0, 0 Trans_2 : 0, 0, 7.69231, 0 Common: Turbulence : 0.5 Density : 0.5 Distortion : 0.5 Scale_Factor : 0.2 Input_Seed : 1 Color: Background : Link_To 1 | Color } External 16 : Surface_Up 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: Blend_Function : Link_To 17 | Percent Pitch : 0 Heading : 0 Percent: Up : 0.331 Down : 0 } Generator 17 : Bias Function { DarkData: 5, 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 Bias : 0.141 } Deform 18 : Warp Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 7.69231, 0, 0, 0 Trans_1 : 0, 7.69231, 0, 0 Trans_2 : 0, 0, 7.69231, 0 Common: Turbulence : 0.5 Density : 0.5 Distortion : 0.5 Scale_Factor : 0.2 Input_Seed : 1 Bump: Background : Link_To 9 | Bump } Natural 19 : Pumice Color { DarkData: 4, -1, 200 Transform: Trans_0 : 1.48743, 0, 0, 0 Trans_1 : 0, 1.48743, 0, 0 Trans_2 : 0, 0, 1.48743, 0 Common: Pit_Depth : 0.5 Lacunarity : 0.5 Lacunarity_Lock : TRUE Roughness : 0.5 Brightness : 1 Contrast : 0.5 Pit_Size : 0.25 Density : 3 Strata_Function : Link_To 20 | Percent Blend_Function : 0 Input_Seed : 1 Color: Pit : Link_To 0 | Rock Veins Background : Link_To 10 | Color } Generator 20 : Bell Function { DarkData: 5, -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 Skew : 0.5 } Generator 21 : S_Curve 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 } Process 22 : Add Percent { DarkData: 4, 2, 200 Transform: Trans_0 : 0.0465235, 0, 0, 0 Trans_1 : 0, 0.0465235, 0, 0 Trans_2 : 0, 0, 0.0465235, 0 Common: Percent: Percent_A : Link_To 6 | Percent Percent_B : Link_To 23 | Percent } Process 23 : Composite Percent { DarkData: 6, 2, 200 Transform: Trans_0 : 21.4945, 0, 0, 0 Trans_1 : 0, 21.4945, 0, 0 Trans_2 : 0, 0, 21.4945, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Mortar Width Invert : FALSE Percent: Percent_A : 0.05 Percent_B : 0.4 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Mortar Tweak : 198, 186, 165 Tweak : IF_COLOR Tweak : Dust Tweak : 255, 255, 255 Tweak : IF_COLOR Tweak : Rock Veins Tweak : 65, 60, 40 Tweak : IF_PERCENT Tweak : Rock Hue Tweak : 0.04 Tweak : IF_PERCENT Tweak : Hue Variation Tweak : 0.15 Tweak : IF_PERCENT Tweak : Mortar Width Tweak : 0.5 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.035 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.063 }