DarkTree Cedar Shingles Version: 2.00 Modified: 10/30/2002 Author: August Swanson // A first attempt at Cedar Shingles. This is a 2D texture, so if // you apply this to a pitched roof, you'll need to rotate the // texture accordingly for it to look right. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Feet Heading: 0 Pitch: 0 { Natural 1 : Birdshot Color { DarkData: 5, -1, 200 Transform: Trans_0 : 16, 0, 0, 0 Trans_1 : 0, 0.8, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Shot_Size : 0.535 Density : 0.5 Blend_Function : 0 Input_Seed : Link_To 0 | Seed Width : 1 Height : 1 Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Background : Link_To 0 | Wood Color Shots : Link_To 3 | Color } Natural 2 : Birdshot Bump { DarkData: 5, 1, 200 Transform: Trans_0 : 16, 0, 0, 0 Trans_1 : 0, 0.8, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Shot_Size : 0.535 Density : 0.5 Blend_Function : 0 Input_Seed : Link_To 0 | Seed Width : 1 Height : 1 Sampling_Options : NONE Mapping_Type : PLANAR_2D Bump: Background : 0 Shots : 0.5 Bump_Scale : 0.02 Bevel_Profile : 0 } Control 3 : Switch Color { DarkData: 6, -1, 200 Transform: Trans_0 : 0.0625, 0, 0, 0 Trans_1 : 0, 1.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 4 | Color Background_2 : Link_To 6 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Process 4 : Hue_Rotate Color { DarkData: 7, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Invert : FALSE Amount : Link_To 5 | Percent Color: Background : Link_To 18 | Color } Control 5 : Randomizer Percent { DarkData: 9, -3, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : Link_To 26 | Percent } Process 6 : Hue_Rotate Color { DarkData: 7, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Invert : FALSE Amount : Link_To 5 | Percent Color: Background : Link_To 19 | Color } Process 7 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Sharpness Invert : FALSE Percent: Percent_A : 0.1 Percent_B : 0.9 } Noise 8 : Fractal Bump { DarkData: 4, 2, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : Link_To 32 | Percent Blend_Function : 0 Brightness : 0.51 Contrast : 0.81 Input_Seed : Link_To 0 | Seed Bump: Low : Link_To 29 | Bump High : Link_To 30 | Bump Bump_Scale : Link_To 31 | Bump } 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 : 0.8 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 11 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : 0 Specular_Function : 0.5 Glossiness : 0.15 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 : 1 } Pattern 10 : Scales Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Width : 0.35 Height : 0.5 Depth : 0.5 Sharpness : Link_To 7 | Percent Edge_Width : Link_To 17 | Percent Overlap : Link_To 27 | Percent Tilt : 0 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Bump: Scale : Link_To 15 | Bump Edge : 0 Bevel_Profile : 0 Bump_Scale : 1 } Pattern 11 : Scales 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: Width : 0.35 Height : 0.5 Depth : 0.5 Sharpness : Link_To 7 | Percent Edge_Width : Link_To 17 | Percent Overlap : Link_To 27 | Percent Tilt : 0 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Scale : Link_To 14 | Color Edge : Link_To 12 | Color } Process 12 : Darken Color { DarkData: 2, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Invert : FALSE Mask : 0.63 Color: Background : Link_To 14 | Color } Deform 13 : Warp Color { DarkData: 4, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Turbulence : 0.5 Density : 0.5 Distortion : 0.165 Scale_Factor : 1 Input_Seed : Link_To 0 | Seed Color: Background : Link_To 1 | Color } Control 14 : Shuffle_Translate Color { DarkData: 3, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed X_Amount : 11.4 Y_Amount : 10.4 Z_Amount : 13.2 Color: Background : Link_To 13 | Color } Control 15 : Shuffle_Translate Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed X_Amount : 11.4 Y_Amount : 10.4 Z_Amount : 13.2 Bump: Background : Link_To 28 | Bump } Deform 16 : Warp Bump { DarkData: 4, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Turbulence : 0.5 Density : 0.5 Distortion : 0.165 Scale_Factor : 1 Input_Seed : Link_To 0 | Seed Bump: Background : Link_To 2 | Bump } Generator 17 : Fractal_Noise Function { DarkData: 2, 0, 200 Common: Input : 0 Frequency : 0.6 Amplitude : 0.15 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.15 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Percent: Roughness : 0.26 Lacunarity : 0.5 Input_Seed : 1 Vary_Regions : TRUE Repeat_Flag : FALSE } Process 18 : HSV_Attractor Color { DarkData: 8, -2, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Wood Color Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 20 | Percent Val_Amount : Link_To 21 | Percent } Process 19 : HSV_Attractor Color { DarkData: 8, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Wood Color Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 22 | Percent Val_Amount : Link_To 23 | Percent } Control 20 : Randomizer Percent { DarkData: 9, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 2 Percent: Percent_Minimum : Link_To 24 | Percent Percent_Maximum : 1 } Control 21 : Randomizer Percent { DarkData: 10, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 3 Percent: Percent_Minimum : Link_To 24 | Percent Percent_Maximum : 1 } Control 22 : Randomizer Percent { DarkData: 9, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 4 Percent: Percent_Minimum : Link_To 24 | Percent Percent_Maximum : 1 } Control 23 : Randomizer Percent { DarkData: 10, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 5 Percent: Percent_Minimum : Link_To 24 | Percent Percent_Maximum : 1 } Process 24 : Composite Percent { DarkData: 11, -2, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | SV Variation Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 25 : Composite Percent { DarkData: 10, -3, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Hue Variation Invert : FALSE Percent: Percent_A : 0.5 Percent_B : 0 } Process 26 : Composite Percent { DarkData: 11, -3, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Hue Variation Invert : FALSE Percent: Percent_A : 0.5 Percent_B : 1 } Process 27 : Composite 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 : 0.5 Mask : Link_To 0 | Sharpness Invert : FALSE Percent: Percent_A : 0.95 Percent_B : 0.7 } Process 28 : Add Bump { DarkData: 3, 1, 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 16 | Bump Bump_B : Link_To 8 | Bump } Control 29 : Randomizer Bump { DarkData: 5, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Bump: Rough_Minimum : 0.55 Rough_Maximum : 0.645 Lacunarity_Minimum : 0.45 Lacunarity_Maximum : 0.55 Bump_Minimum : 0.5 Bump_Maximum : 0.85 } Control 30 : Randomizer Bump { DarkData: 6, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Bump: Rough_Minimum : 0.5 Rough_Maximum : 0.605 Lacunarity_Minimum : 0.45 Lacunarity_Maximum : 0.55 Bump_Minimum : 1 Bump_Maximum : 1.55 } Process 31 : Composite Bump { DarkData: 8, 2, 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 0 | Damage Invert : FALSE Bump: Bump_A : 0 Bump_B : 3 } Generator 32 : Round Function { DarkData: 7, 2, 200 Common: Input : 0 Frequency : 2 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 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Wood Color Tweak : 105, 65, 55 Tweak : IF_PERCENT Tweak : Hue Variation Tweak : 0.05 Tweak : IF_PERCENT Tweak : SV Variation Tweak : 0.25 Tweak : IF_PERCENT Tweak : Sharpness Tweak : 0.25 Tweak : IF_PERCENT Tweak : Damage Tweak : 0.2 Tweak : IF_INT Tweak : Seed Tweak : 1 }