DarkTree Soft Leather Light Version: 2.00 Modified: 08/13/2002 Author: Paul Ming // This is a 3D texture of soft tan leather. It is based on // SoftLeather.dst. For a more or less 'rugged' looking leather, // DarkTree users can play with the Bump_Scale on the bump // Venation. Simbiont users can adjust Bump Scale in the // Displacement dialog's Adjust page. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 2 Unit_Scale: Inches Heading: 0 Pitch: 0 { Natural 1 : Venation Bump { DarkData: 4, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.4 Lacunarity : 0.4 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.12 Strata_Function : 0 Blend_Function : 0 Brightness : 0.6 Contrast : 0.25 Input_Seed : 1 Bump: Background : 0 Veins : Link_To 3 | Bump Bump_Scale : -0.1 } Noise 2 : Fractal 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: Roughness : 0.8 Lacunarity : 0.64 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.6 Contrast : 0.6 Input_Seed : 16 Color: Low : Link_To 0 | Color 1 High : Link_To 9 | Color } Process 3 : Composite Bump { DarkData: 5, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Rugged Invert : FALSE Bump: Bump_A : 0 Bump_B : 1 } Process 4 : Composite Percent { DarkData: 2, 3, 200 Transform: Trans_0 : 0.1, 0, 0, 0 Trans_1 : 0, 0.1, 0, 0 Trans_2 : 0, 0, 0.1, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Specular Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.75 } Process 5 : Composite Percent { DarkData: 3, 3, 200 Transform: Trans_0 : 0.1, 0, 0, 0 Trans_1 : 0, 0.1, 0, 0 Trans_2 : 0, 0, 0.1, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Specular Invert : FALSE Percent: Percent_A : 0.1 Percent_B : 1 } Shader 6 : 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 13 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : Link_To 0 | Luminosity Specular_Level : Link_To 15 | Percent 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 11 | Bump Alpha : 1 } Noise 7 : Fractal 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: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Bump: Low : Link_To 8 | Bump High : Link_To 16 | Bump Bump_Scale : 0.3 } Deform 8 : Warp 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: Turbulence : 0.5 Density : 0.5 Distortion : 0.5 Scale_Factor : 1 Input_Seed : 2 Bump: Background : Link_To 1 | Bump } Noise 9 : Fractal Color { DarkData: 3, 0, 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 : 0.7 Input_Seed : 4 Color: Low : Link_To 0 | Color 2 High : Link_To 0 | Color 1 } Noise 10 : Plasma Bump { DarkData: 2, 2, 200 Transform: Trans_0 : 0.666667, 0, 0, 0 Trans_1 : 0, 0.666667, 0, 0 Trans_2 : 0, 0, 0.666667, 0 Common: Roughness : 0.1 Blend_Function : 0 Brightness : 0.5 Contrast : 0.34 Input_Seed : 5 Bump: Low : 0 High : 1 Bump_Scale : 0.1 } Process 11 : 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 7 | Bump Bump_B : Link_To 10 | Bump } Deform 12 : Warp Percent { DarkData: 2, -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 : 0.5 Scale_Factor : 1 Input_Seed : 1 Percent: Background : Link_To 14 | Percent } Process 13 : Darken Color { DarkData: 1, 0, 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 12 | Percent Color: Background : Link_To 2 | Color } Natural 14 : Venation Percent { DarkData: 3, -1, 200 Transform: Trans_0 : 0.589256, 0, -0.707107, 0 Trans_1 : 0, 5, 0, 0 Trans_2 : 0.589256, 0, 0.707107, 0 Common: Roughness : 0.6 Lacunarity : 0.7 Lacunarity_Lock : FALSE Density : 4 Vein_Width : 0.17 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 4 Percent: Background : 1 Veins : 0.87 } Natural 15 : Lumps Percent { DarkData: 1, 2, 200 Transform: Trans_0 : 10, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 10, 0 Common: Lump_Size : 0.5 Density : 0.5 Blend_Function : 0 Input_Seed : 7 Sampling_Options : NONE Percent: Background : Link_To 5 | Percent Lumps : Link_To 4 | Percent } Process 16 : Composite Bump { DarkData: 3, 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 | Smooth Invert : FALSE Bump: Bump_A : 1 Bump_B : 0 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Color 1 Tweak : 135, 85, 44 Tweak : IF_COLOR Tweak : Color 2 Tweak : 216, 154, 120 Tweak : IF_PERCENT Tweak : Smooth Tweak : 1 Tweak : IF_PERCENT Tweak : Rugged Tweak : 0.5 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Luminosity Tweak : 0.1 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.15 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.3 }