DarkTree Interior::Decorative Tile 2 Version: 2.00 Modified: 10/30/2002 Author: August Swanson // A fully shaded decorative tile texture. Make sure to rotate it // to allign with your object. 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 : Bricks Bump { DarkData: 1, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Width : 1 Height : 1 Depth : 1 Row_Shift : 0 Mortar_Width : 0 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Bump: Brick : Link_To 4 | Bump Mortar : 0 Bevel_Width : Link_To 10 | Percent Bevel_Profile : Link_To 15 | Percent Bump_Scale : 0.6 } Noise 2 : Plasma Color { DarkData: 4, 1, 200 Transform: Trans_0 : 0.166667, 0, 0, -1 Trans_1 : 0, 0.166667, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Roughness : 0.06 Blend_Function : 0 Brightness : 0.47 Contrast : 0.635 Input_Seed : 10 Color: Low : Link_To 22 | Color High : Link_To 0 | Dark Brick } Noise 3 : Rough Color { DarkData: 3, 1, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Lacunarity : 0.75 Lacunarity_Lock : FALSE Roughness : 0.47 Strata_Function : 0 Blend_Function : 0 Brightness : 0.74 Contrast : 0.66 Input_Seed : 7 Color: Low : Link_To 11 | Color High : Link_To 2 | Color } Control 4 : Shuffle_Translate Bump { DarkData: 2, 0, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Input_Seed : 5 X_Amount : 1.05 Y_Amount : 0.2 Z_Amount : 0 Bump: Background : Link_To 13 | Bump } Control 5 : Shuffle_Translate Color { DarkData: 2, 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: Input_Seed : 1 X_Amount : 4 Y_Amount : 4 Z_Amount : 4 Color: Background : Link_To 3 | Color } Process 6 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Rough Bump Invert : FALSE Bump: Bump_A : 0 Bump_B : 1 } Process 7 : Composite Percent { 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 0 | Bevel Width Invert : FALSE Percent: Percent_A : 0.02 Percent_B : 0.2 } Control 8 : Switch Color { DarkData: 5, 2, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 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 16 | Color Background_2 : Link_To 17 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } 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 : 240, 240, 240 Light1_Rise : 0.4 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 14 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : Link_To 0 | Luminosity 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 10 : Fractal_Noise Function { DarkData: 2, -1, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.02 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : Link_To 7 | Percent Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Percent: Roughness : 0.985 Lacunarity : 0.325 Input_Seed : 6 Vary_Regions : TRUE Repeat_Flag : TRUE } Natural 11 : Clouds 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: Roughness : 0.5 Lacunarity : 0.2 Lacunarity_Lock : FALSE Density : 2 Puff_Size : 0.38 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 21 Color: Background : Link_To 8 | Color Puff : 230, 230, 230 } Noise 12 : Rough 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: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Bump: Low : 0 High : 1 Bump_Scale : 0.1 } Noise 13 : Simple Bump { DarkData: 3, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Brightness : 0.5 Contrast : 0.5 Blend_Function : 0 Input_Seed : 5 Bump: Low : Link_To 12 | Bump High : 0.7 Bump_Scale : Link_To 6 | Bump } Pattern 14 : Bricks Color { DarkData: 1, 1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Width : 1 Height : 1 Depth : 1 Row_Shift : 0 Mortar_Width : 0.04 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Brick : Link_To 5 | Color Mortar : 92, 92, 92 } Generator 15 : Round Function { DarkData: 2, -2, 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 16 : HSV_Attractor Color { DarkData: 6, 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 | Crust Color Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 18 | Percent Val_Amount : Link_To 19 | Percent } Process 17 : HSV_Attractor Color { DarkData: 6, 3, 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 | Crust 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 } Control 18 : Randomizer 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: Input_Seed : 51 Percent: Percent_Minimum : Link_To 23 | Percent Percent_Maximum : 1 } Control 19 : Randomizer Percent { DarkData: 8, 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 23 | Percent Percent_Maximum : 1 } Control 20 : Randomizer Percent { DarkData: 7, 3, 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 23 | Percent Percent_Maximum : 1 } Control 21 : Randomizer Percent { DarkData: 8, 3, 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 23 | Percent Percent_Maximum : 1 } Control 22 : Switch Color { DarkData: 5, 1, 200 Transform: Trans_0 : 1.5, 0, 0, 1.5 Trans_1 : 0, 1.5, 0, 0 Trans_2 : 0, 0, 1, 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 24 | Color Background_2 : Link_To 25 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Process 23 : Composite Percent { DarkData: 9, 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 | Crust Variation Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 24 : HSV_Attractor Color { DarkData: 6, 0, 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 | Brick Color Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 26 | Percent Val_Amount : Link_To 27 | Percent } Process 25 : HSV_Attractor Color { DarkData: 6, 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 | Brick Color Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 28 | Percent Val_Amount : Link_To 29 | Percent } Control 26 : Randomizer 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: Input_Seed : 50 Percent: Percent_Minimum : Link_To 30 | Percent Percent_Maximum : 1 } Control 27 : Randomizer Percent { DarkData: 8, 0, 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 31 | Percent Percent_Maximum : 1 } Control 28 : Randomizer 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: Input_Seed : 52 Percent: Percent_Minimum : Link_To 30 | Percent Percent_Maximum : 1 } Control 29 : Randomizer Percent { DarkData: 8, 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 31 | Percent Percent_Maximum : 1 } Process 30 : Composite Percent { DarkData: 9, 0, 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 | Brick Variation Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 31 : Composite Percent { DarkData: 9, 1, 200 Transform: Trans_0 : 0.999999, 0, 0, 0 Trans_1 : 0, 0.999999, 0, 0 Trans_2 : 0, 0, 0.999999, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Brick Variation Invert : FALSE Percent: Percent_A : 1 Percent_B : 0.9 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Dark Brick Tweak : 41, 46, 56 Tweak : IF_COLOR Tweak : Brick Color Tweak : 254, 226, 182 Tweak : IF_PERCENT Tweak : Brick Variation Tweak : 0.4 Tweak : IF_COLOR Tweak : Crust Color Tweak : 147, 155, 173 Tweak : IF_PERCENT Tweak : Crust Variation Tweak : 0.1 Tweak : IF_PERCENT Tweak : Bevel Width Tweak : 0.5 Tweak : IF_PERCENT Tweak : Rough Bump Tweak : 0.5 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 0.9 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.15 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.15 Tweak : IF_PERCENT Tweak : Luminosity Tweak : 0.4 Tweak : IF_INT Tweak : Seed Tweak : 1 }