DarkTree Chipped Swimming Pool Version: 2.00 Modified: 10/30/2002 Author: August Swanson // Painted concrete with a few chips in it. 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 { Process 1 : Add 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: Bump: Bump_A : Link_To 21 | Bump Bump_B : Link_To 3 | Bump } Process 2 : Minimum 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 14 | Bump Bump_B : 0.63 } Noise 3 : Fractal_1 Bump { DarkData: 2, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.52 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Bump: Low : 0 High : 0.5 Bump_Scale : 0.1 } Process 4 : Minimum_Switch 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: Switch_A : Link_To 14 | Bump Switch_B : 0.63 Percent: Percent_A : Link_To 0 | Chip Specular Percent_B : Link_To 0 | Concrete Specular } Process 5 : Minimum_Switch 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: Switch_A : Link_To 14 | Bump Switch_B : 0.63 Color: Color_A : Link_To 6 | Color Color_B : Link_To 22 | Color } Noise 6 : Rough Color { DarkData: 2, -1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : Link_To 18 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.9 Input_Seed : 1 Color: Low : Link_To 0 | Chip 1 High : Link_To 0 | Chip 2 } Process 7 : Darken Color { DarkData: 3, -2, 200 Transform: Trans_0 : 1.42857, 0, 0, 0 Trans_1 : 0, 1.42857, 0, 0 Trans_2 : 0, 0, 1.42857, 0 Common: Invert : FALSE Mask : Link_To 10 | Percent Color: Background : Link_To 9 | Color } Process 8 : Add Bump { DarkData: 6, 1, 200 Transform: Trans_0 : 1.42857, 0, 0, 0 Trans_1 : 0, 1.42857, 0, 0 Trans_2 : 0, 0, 1.42857, 0 Common: Bump: Bump_A : Link_To 11 | Bump Bump_B : Link_To 12 | Bump } Pattern 9 : Stripes Color { DarkData: 4, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Center : Link_To 13 | Percent Width : 0.2 Blend_Function : 0 Color: Stripe : Link_To 0 | Paint Background : Link_To 0 | Concrete } Noise 10 : Plasma Percent { DarkData: 4, -3, 200 Transform: Trans_0 : 1.4, 0, 0, 0 Trans_1 : 0, 1.4, 0, 0 Trans_2 : 0, 0, 1.4, 0 Common: Roughness : 0.1 Blend_Function : 0 Brightness : 0.5 Contrast : 0.7 Input_Seed : Link_To 0 | Seed Percent: Low : 0.935 High : 1 } Noise 11 : Fractal_1 Bump { DarkData: 7, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : Link_To 17 | Percent Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : Link_To 0 | Seed Bump: Low : 0 High : 1 Bump_Scale : 2 } Noise 12 : Rough Bump { DarkData: 8, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : Link_To 17 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Bump: Low : 0 High : 1 Bump_Scale : 0.1 } Generator 13 : Sine_Wave Function { DarkData: 5, -2, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.1 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE } External 14 : Cache Bump { DarkData: 4, 1, 200 Transform: Trans_0 : 0.700001, 0, 0, 0 Trans_1 : 0, 0.700001, 0, 0 Trans_2 : 0, 0, 0.700001, 0 Common: Bump: Background : Link_To 15 | Bump } Process 15 : Add Bump { DarkData: 5, 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 8 | Bump Bump_B : Link_To 16 | Bump } Process 16 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Chipping Invert : FALSE Bump: Bump_A : 0.4 Bump_B : -1.4 } Process 17 : Composite Percent { DarkData: 9, 1, 200 Transform: Trans_0 : 0.700001, 0, 0, 0 Trans_1 : 0, 0.700001, 0, 0 Trans_2 : 0, 0, 0.700001, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Chip Roughness Invert : FALSE Percent: Percent_A : 0.3 Percent_B : 0.8 } Process 18 : Composite Percent { DarkData: 3, -1, 200 Transform: Trans_0 : 0.35, 0, 0, 0 Trans_1 : 0, 0.35, 0, 0 Trans_2 : 0, 0, 0.35, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Chip Roughness Invert : FALSE Percent: Percent_A : 0.6 Percent_B : 1 } Process 19 : Minimum_Switch Percent { DarkData: 1, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Switch_A : Link_To 14 | Bump Switch_B : 0.63 Percent: Percent_A : Link_To 0 | Chip Gloss Percent_B : Link_To 0 | Concrete Gloss } Shader 20 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 1.42857, 0, 0, 0 Trans_1 : 0, 1.42857, 0, 0 Trans_2 : 0, 0, 1.42857, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.56 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.225 Light2_Rotate : 0 Surface_Color : Link_To 5 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : Link_To 4 | Percent Specular_Function : 0.5 Glossiness : Link_To 19 | Percent 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 1 | Bump Alpha : 1 } Process 21 : Multiply 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: Bump: Bump_A : 0.35 Bump_B : Link_To 2 | Bump } Process 22 : Fade Color { DarkData: 2, -2, 200 Transform: Trans_0 : 0.7, 0, 0, 0 Trans_1 : 0, 0.7, 0, 0 Trans_2 : 0, 0, 0.7, 0 Common: Invert : FALSE Mask : Link_To 23 | Percent Color: Background : Link_To 7 | Color } Noise 23 : Fractal_1 Percent { DarkData: 3, -3, 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 : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : Link_To 0 | Seed Percent: Low : 0 High : 1 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Paint Tweak : 128, 255, 255 Tweak : IF_COLOR Tweak : Concrete Tweak : 255, 255, 255 Tweak : IF_COLOR Tweak : Chip 1 Tweak : 128, 128, 128 Tweak : IF_COLOR Tweak : Chip 2 Tweak : 157, 157, 157 Tweak : IF_PERCENT Tweak : Chipping Tweak : 0.25 Tweak : IF_PERCENT Tweak : Chip Roughness Tweak : 0.35 Tweak : IF_PERCENT Tweak : Chip Specular Tweak : 0 Tweak : IF_PERCENT Tweak : Chip Gloss Tweak : 0.1 Tweak : IF_PERCENT Tweak : Concrete Specular Tweak : 0.455 Tweak : IF_PERCENT Tweak : Concrete Gloss Tweak : 0.5 Tweak : IF_INT Tweak : Seed Tweak : 1 }