DarkTree Corkboard Version: 2.00 Modified: 05/20/2001 Author: Jane Lin // This cork board has a subtle bump texture with some holes from // push pins. 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 { Natural 1 : Lumps Color { DarkData: 2, 0, 200 Transform: Trans_0 : 10, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 10, 0 Common: Lump_Size : 1 Density : 1 Blend_Function : Link_To 2 | Percent Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Color: Background : 130, 85, 20 Lumps : Link_To 10 | Color } Generator 2 : Gain Function { DarkData: 4, 1, 200 Common: Input : 0 Frequency : 2.5 Amplitude : 0.5 Phase_Amount : Link_To 0 | Gap Size Phase_Min : -0.49 Phase_Max : 0.4 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE Gain : 0.15 } Shader 3 : 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 : 0.7 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 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 8 | Bump Alpha : 1 } Natural 4 : Lumps Bump { DarkData: 3, 1, 200 Transform: Trans_0 : 10, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 10, 0 Common: Lump_Size : 0.455 Density : 1 Blend_Function : Link_To 2 | Percent Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Bump: Background : 0 Lumps : 1 Bump_Scale : 0.1 Bevel_Profile : Link_To 2 | Percent } Deform 5 : Warp 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: Turbulence : 0.5 Density : 0.5 Distortion : 0.5 Scale_Factor : 1 Input_Seed : Link_To 0 | Random Seed Color: Background : Link_To 1 | Color } Deform 6 : Warp 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: Turbulence : 0.5 Density : 0.5 Distortion : 0.5 Scale_Factor : 1 Input_Seed : Link_To 0 | Random Seed Bump: Background : Link_To 4 | Bump } Noise 7 : Rough Bump { DarkData: 2, 2, 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 : Link_To 9 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.45 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : -0.05 } Process 8 : 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 6 | Bump Bump_B : Link_To 7 | Bump } Process 9 : Composite Percent { 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 | Roughness Invert : FALSE Percent: Percent_A : 0.4 Percent_B : 0.6 } Process 10 : HSV_Attractor Color { DarkData: 3, 0, 200 Transform: Trans_0 : 0.1, 0, 0, 0 Trans_1 : 0, 0.1, 0, 0 Trans_2 : 0, 0, 0.1, 0 Color: Background : Link_To 0 | Cork 1 Target : Link_To 0 | Cork 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : Link_To 11 | Percent Sat_Amount : Link_To 11 | Percent Val_Amount : Link_To 11 | Percent } Control 11 : Randomizer Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 10, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 10, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : 0 Percent_Maximum : 1 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Cork 1 Tweak : 179, 104, 54 Tweak : IF_COLOR Tweak : Cork 2 Tweak : 149, 78, 28 Tweak : IF_PERCENT Tweak : Roughness Tweak : 0.5 Tweak : IF_PERCENT Tweak : Gap Size Tweak : 0.5 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.1 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.04 Tweak : IF_INT Tweak : Random Seed Tweak : 81 }