DarkTree Burlap Version: 2.00 Modified: 05/18/2001 Author: DarkSim - August Swanson // A rough burlap darktree. This is a 2D material so you need to // align it with your surface. 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 { Generator 1 : Sine_Wave Function { DarkData: 3, 2, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 Phase_Amount : 0.25 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE } Gradient 2 : Linear_Gradient Bump { DarkData: 2, 2, 200 Transform: Trans_0 : -1.74846e-007, 4, 0, 0 Trans_1 : -4, -1.74846e-007, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Blend_Function : Link_To 1 | Percent Repeat_Flag : TRUE Bump: Top : 0 Bottom : 0.15 } Pattern 3 : Weave Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 8, 0, 0, 0 Trans_1 : 0, 8, 0, 0 Trans_2 : 0, 0, 8, 0 Common: Y_Strip_Width : Link_To 16 | Percent X_Strip_Width : Link_To 16 | Percent Width : 0.5 Height : 0.5 Depth : 0.5 Sampling_Options : NONE Mapping_Type : PLANAR_2D Bump: Y_Strip : 0 X_Strip : 0 Background : 0 Y_Strip_Bevel : 0 X_Strip_Bevel : 0 Y_Weave_Bevel : 0 X_Weave_Bevel : 0 Bump_Scale : 0.05 } Process 4 : Add Bump { DarkData: 1, 1, 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 2 | Bump Bump_B : Link_To 3 | Bump } Pattern 5 : Weave Color { DarkData: 1, -1, 200 Transform: Trans_0 : 16, 0, 0, 0 Trans_1 : 0, 16, 0, 0 Trans_2 : 0, 0, 16, 0 Common: Y_Strip_Width : Link_To 16 | Percent X_Strip_Width : Link_To 16 | Percent Width : 0.5 Height : 0.5 Depth : 0.5 Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Y_Strip : Link_To 15 | Color X_Strip : Link_To 15 | Color Background : 0, 0, 0 } Pattern 6 : Weave Percent { DarkData: 1, 0, 200 Transform: Trans_0 : 16, 0, 0, 0 Trans_1 : 0, 16, 0, 0 Trans_2 : 0, 0, 16, 0 Common: Y_Strip_Width : Link_To 16 | Percent X_Strip_Width : Link_To 16 | Percent Width : 0.5 Height : 0.5 Depth : 0.5 Sampling_Options : NONE Mapping_Type : PLANAR_2D Percent: Y_Strip : 1 X_Strip : 1 Background : 0 } Shader 7 : 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 : 0.4 Light1_Rotate : 0.85 Light2_Color : 180, 180, 180 Light2_Rise : 1 Light2_Rotate : 0 Surface_Color : Link_To 5 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 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 4 | Bump Alpha : Link_To 6 | Percent } Control 8 : Randomizer Color { DarkData: 6, -2, 200 Transform: Trans_0 : 0.0625, 0, 0, 0 Trans_1 : 0, 0.0625, 0, 0 Trans_2 : 0, 0, 0.0625, 0 Common: Input_Seed : 1 Color: Hue_Minimum : 0.05 Hue_Maximum : 0.08 Saturation_Minimum : 0.3 Saturation_Maximum : 0.495 Value_Minimum : 0.4 Value_Maximum : 0.765 } Control 9 : Randomizer Color { DarkData: 6, -1, 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 : 52 Color: Hue_Minimum : 0.05 Hue_Maximum : 0.08 Saturation_Minimum : 0.3 Saturation_Maximum : 0.495 Value_Minimum : 0.115 Value_Maximum : 0.42 } Noise 10 : Ether Color { DarkData: 5, -1, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Turbulence : 0.5 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Color: Low : Link_To 9 | Color High : Link_To 8 | Color } Noise 11 : Fractal_1 Percent { DarkData: 5, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.91 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.79 Input_Seed : 2 Percent: Low : 0.7 High : 0.9 } Process 12 : Darken Percent { DarkData: 4, 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 0 | Thred Width Percent: Background : Link_To 11 | Percent } Process 13 : Hue_Rotate 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: Invert : FALSE Amount : Link_To 0 | Hue Color: Background : Link_To 10 | Color } Process 14 : Fade 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 0 | Fade Color: Background : Link_To 13 | Color } External 15 : Cache Color { DarkData: 2, -1, 200 Transform: Trans_0 : 0.0625, 0, 0, 0 Trans_1 : 0, 0.0625, 0, 0 Trans_2 : 0, 0, 0.0625, 0 Common: Color: Background : Link_To 14 | Color } External 16 : Cache Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 0.0625, 0, 0, 0 Trans_1 : 0, 0.0625, 0, 0 Trans_2 : 0, 0, 0.0625, 0 Common: Percent: Background : Link_To 12 | Percent } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_PERCENT Tweak : Thred Width Tweak : 0.65 Tweak : IF_PERCENT Tweak : Fade Tweak : 0.1 Tweak : IF_PERCENT Tweak : Hue Tweak : 0.5 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.15 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.15 }