DarkTree Thatch Version: 2.00 Modified: 10/30/2002 Author: August Swanson // This darktree generates a thatched look like you would see on a // thatched roof. You will have to line this texture up with your // surface to get the right look. 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 : Lumps Color { DarkData: 1, 0, 200 Transform: Trans_0 : 26.6667, 0, 0, 0 Trans_1 : 0, 0.888889, 0, 0 Trans_2 : 0, 0, 26.6667, 0 Common: Lump_Size : 0.5 Density : 0.8 Blend_Function : Link_To 7 | Percent Input_Seed : Link_To 0 | Seed Sampling_Options : NONE Color: Background : Link_To 5 | Color Lumps : Link_To 3 | Color } Control 2 : Switch Color { DarkData: 3, -1, 200 Transform: Trans_0 : 0.0375, 0, 0, 0 Trans_1 : 0, 1.125, 0, 0 Trans_2 : 0, 0, 0.0375, 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 8 | Color Background_2 : Link_To 9 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Control 3 : Switch Color { DarkData: 3, 1, 200 Transform: Trans_0 : 0.0375, 0, 0, 0 Trans_1 : 0, 1.125, 0, 0 Trans_2 : 0, 0, 0.0375, 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 15 | Color Background_2 : Link_To 16 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } 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 : 0.635 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.445 Light2_Rotate : 0 Surface_Color : Link_To 1 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : 0.1 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 6 | Bump Alpha : 1 } Natural 5 : Lumps Color { DarkData: 2, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Lump_Size : 0.5 Density : 1 Blend_Function : Link_To 7 | Percent Input_Seed : Link_To 0 | Seed Sampling_Options : NONE Color: Background : Link_To 0 | Thatch 1 Lumps : Link_To 2 | Color } Natural 6 : Lumps Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 26.6667, 0, 0, 0 Trans_1 : 0, 0.888889, 0, 0 Trans_2 : 0, 0, 26.6667, 0 Common: Lump_Size : 0.5 Density : 0.5 Blend_Function : Link_To 7 | Percent Input_Seed : Link_To 0 | Seed Sampling_Options : NONE Bump: Background : 0 Lumps : 0.05 Bump_Scale : 0.05 Bevel_Profile : 0 } Generator 7 : S_Curve 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 } Process 8 : HSV_Attractor Color { DarkData: 4, -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, 0, 0 Target : Link_To 0 | Thatch 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 10 | Percent Val_Amount : Link_To 11 | Percent } Process 9 : HSV_Attractor Color { DarkData: 4, -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 | Thatch 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 12 | Percent Val_Amount : Link_To 13 | Percent } Control 10 : Randomizer Percent { 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 : 51 Percent: Percent_Minimum : Link_To 14 | Percent Percent_Maximum : 1 } Control 11 : Randomizer Percent { 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 : 52 Percent: Percent_Minimum : Link_To 14 | Percent Percent_Maximum : 1 } Control 12 : Randomizer 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: Input_Seed : 53 Percent: Percent_Minimum : Link_To 14 | Percent Percent_Maximum : 1 } Control 13 : Randomizer 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: Input_Seed : 54 Percent: Percent_Minimum : Link_To 14 | Percent Percent_Maximum : 1 } Process 14 : Composite Percent { DarkData: 7, -1, 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 | Vary Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 15 : HSV_Attractor Color { DarkData: 4, 1, 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, 0, 0 Target : Link_To 0 | Thatch 3 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 17 | Percent Val_Amount : Link_To 18 | Percent } Process 16 : HSV_Attractor Color { DarkData: 4, 2, 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 | Thatch 3 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 19 | Percent Val_Amount : Link_To 20 | Percent } Control 17 : Randomizer 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: Input_Seed : 51 Percent: Percent_Minimum : Link_To 21 | Percent Percent_Maximum : 1 } Control 18 : Randomizer 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: Input_Seed : 52 Percent: Percent_Minimum : Link_To 21 | Percent Percent_Maximum : 1 } Control 19 : Randomizer Percent { 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 : 53 Percent: Percent_Minimum : Link_To 21 | Percent Percent_Maximum : 1 } Control 20 : Randomizer Percent { 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 : 54 Percent: Percent_Minimum : Link_To 21 | Percent Percent_Maximum : 1 } Process 21 : Composite Percent { DarkData: 7, 1, 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 | Vary Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Thatch 1 Tweak : 0, 0, 0 Tweak : IF_COLOR Tweak : Thatch 2 Tweak : 127, 99, 56 Tweak : IF_COLOR Tweak : Thatch 3 Tweak : 173, 149, 65 Tweak : IF_PERCENT Tweak : Vary Tweak : 0.15 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.065 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.1 Tweak : IF_INT Tweak : Seed Tweak : 1 }