DarkTree Clay Roof Tile Version: 2.00 Modified: 08/17/2002 Author: Jane Lin // This is a 2D texture of a clay roof tile. DarkTree owners: To // create the rounded tiles, the Scales component's Edge_Width was // set to 100 and the Bevel_Profile linked to a Round generator // component at 0.5 frequency. The Shuffle_Translate control // components are used to sample a different section of texture // space for each tile (scale). 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 { Pattern 1 : Scales 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: Width : 0.5 Height : 0.5 Depth : 0.5 Sharpness : Link_To 0 | Sharpness Edge_Width : 1 Overlap : 0.2 Tilt : 0 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Bump: Scale : 0 Edge : Link_To 8 | Bump Bevel_Profile : Link_To 5 | Percent Bump_Scale : 1 } Process 2 : Composite Percent { DarkData: 5, -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 0 | Roughness Invert : FALSE Percent: Percent_A : 0.2 Percent_B : 0.8 } Process 3 : Composite Percent { DarkData: 7, 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 | Roughness Invert : FALSE Percent: Percent_A : 0.15 Percent_B : 0.7 } 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 : 0.825 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 12 | Color Diffuse_Level : 1 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 1 | Bump Alpha : 1 } Generator 5 : Round Function { DarkData: 2, 1, 200 Common: Input : 0 Frequency : 0.5 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 6 : Minimum Bump { DarkData: 3, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Bump: Bump_A : Link_To 11 | Bump Bump_B : Link_To 7 | Bump } Noise 7 : Fractal Bump { DarkData: 4, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : Link_To 2 | Percent Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.52 Contrast : 0.6 Input_Seed : 8 Bump: Low : -0.35 High : 0.6 Bump_Scale : 0.3 } Control 8 : Shuffle_Translate 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: Input_Seed : 1 X_Amount : 0.2 Y_Amount : 0.45 Z_Amount : 0 Bump: Background : Link_To 6 | Bump } Noise 9 : Plasma Percent { DarkData: 4, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.1 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Percent: Low : 0 High : 0.38 } Noise 10 : Rough Bump { DarkData: 6, 0, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : Link_To 3 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Bump: Low : 0 High : -0.15 Bump_Scale : 0.1 } Noise 11 : Simple Bump { DarkData: 5, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Brightness : 0.155 Contrast : 0.55 Blend_Function : 0 Input_Seed : 2 Bump: Low : Link_To 10 | Bump High : -0.15 Bump_Scale : 1 } Pattern 12 : 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 : 0.5 Height : 0.5 Depth : 0.5 Sharpness : Link_To 0 | Sharpness Edge_Width : 1 Overlap : 0.2 Tilt : 0 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Scale : 128, 0, 0 Edge : Link_To 13 | Color } Control 13 : Shuffle_Translate 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: Input_Seed : 1 X_Amount : 0.2 Y_Amount : 0.45 Z_Amount : 0 Color: Background : Link_To 15 | Color } Noise 14 : Fractal 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: Roughness : 0.8 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Color: Low : Link_To 0 | Color 1 High : Link_To 0 | Color 2 } Process 15 : Lighten 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: Invert : FALSE Mask : Link_To 9 | Percent Color: Background : Link_To 14 | Color } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Color 1 Tweak : 145, 0, 0 Tweak : IF_COLOR Tweak : Color 2 Tweak : 128, 61, 51 Tweak : IF_PERCENT Tweak : Sharpness Tweak : 0.035 Tweak : IF_PERCENT Tweak : Roughness Tweak : 0.5 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.15 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0 }