DarkTree Scratched Plastic Version: 2.00 Modified: 05/21/2001 Author: Skyler Swanson / Jane Lin // A scratched plastic surface. Use an environment map and slight // reflectivity for the most realistic results. 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 { External 1 : Cache 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: Bump: Background : Link_To 2 | Bump } Process 2 : Maximum 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: Bump: Bump_A : Link_To 3 | Bump Bump_B : Link_To 14 | Bump } Process 3 : 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 | Scratch Depth Invert : TRUE Bump: Bump_A : -0.05 Bump_B : 0.01 } Shader 4 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.785 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.16 Light2_Rotate : 0.075 Surface_Color : Link_To 5 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 6 | Percent Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 0 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : Link_To 0 | Reflectivity 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 7 | Bump Alpha : 1 } Gradient 5 : Elevation_Gradient Color { DarkData: 1, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Number_Of_Shells : 2 Enable_Clamps : TRUE Blend_Function : 0 Shell_Position_1 : -0.1 Shell_Position_2 : 0 Shell_Position_3 : 0.4 Shell_Position_4 : 0.6 Shell_Position_5 : 0.8 Elevation : Link_To 1 | Bump Color: Shell_Value_1 : Link_To 12 | Color Shell_Value_2 : Link_To 11 | Color Shell_Value_3 : 0, 0, 255 Shell_Value_4 : 255, 0, 0 Shell_Value_5 : 0, 255, 0 } Gradient 6 : Elevation_Gradient Percent { DarkData: 1, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Number_Of_Shells : 2 Enable_Clamps : TRUE Blend_Function : 0 Shell_Position_1 : -0.1 Shell_Position_2 : 0 Shell_Position_3 : 0.4 Shell_Position_4 : 0.6 Shell_Position_5 : 0.8 Elevation : Link_To 1 | Bump Percent: Shell_Value_1 : Link_To 0 | Scratch Specular Shell_Value_2 : Link_To 0 | Plastic Specular Shell_Value_3 : 1 Shell_Value_4 : 1 Shell_Value_5 : 1 } Process 7 : Multiply 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: Bump: Bump_A : 0.65 Bump_B : Link_To 1 | Bump } Noise 8 : Plasma Bump { DarkData: 5, 1, 200 Transform: Trans_0 : 2.5, 0, 0, 0 Trans_1 : 0, 2.5, 0, 0 Trans_2 : 0, 0, 2.5, 0 Common: Roughness : 0.1 Blend_Function : 0 Brightness : 0.245 Contrast : 0.9 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : -0.05 } Noise 9 : Plasma Bump { DarkData: 6, -1, 200 Transform: Trans_0 : 1, 0, 0, -1.8 Trans_1 : 0, 5, 0, 0 Trans_2 : 0, 0, 5, 0 Common: Roughness : 0.1 Blend_Function : 0 Brightness : 0.34 Contrast : 0.9 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : -0.05 } Noise 10 : Plasma Bump { DarkData: 6, 0, 200 Transform: Trans_0 : 0.866025, 0.5, 0, 0 Trans_1 : -2.5, 4.33013, 0, 0 Trans_2 : 0, 0, 5, 0 Common: Roughness : 0.1 Blend_Function : 0 Brightness : 0.3 Contrast : 0.865 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : -0.03 } Natural 11 : Agate Color { DarkData: 2, -2, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.5 Strata_Function : 0 Blend_Function : 0 Brightness : 0.194 Contrast : 0.625 Input_Seed : 8 Color: Low : Link_To 0 | Plastic 1 High : Link_To 0 | Plastic 2 } Noise 12 : Fractal_1 Color { DarkData: 2, -3, 200 Transform: Trans_0 : 4.8733, 0, 0, 0 Trans_1 : 0, 4.8733, 0, 0 Trans_2 : 0, 0, 4.8733, 0 Common: Roughness : 0.567 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.799 Contrast : 0.772 Input_Seed : 1 Color: Low : Link_To 0 | Plastic 2 High : Link_To 0 | Scratch Color } Process 13 : Add Bump { DarkData: 5, 0, 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 9 | Bump Bump_B : Link_To 10 | Bump } Process 14 : Add Bump { DarkData: 4, 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 13 | Bump Bump_B : Link_To 8 | Bump } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Plastic 1 Tweak : 2, 111, 228 Tweak : IF_COLOR Tweak : Plastic 2 Tweak : 2, 91, 186 Tweak : IF_COLOR Tweak : Scratch Color Tweak : 255, 255, 255 Tweak : IF_PERCENT Tweak : Scratch Depth Tweak : 1 Tweak : IF_PERCENT Tweak : Plastic Specular Tweak : 0.7 Tweak : IF_PERCENT Tweak : Scratch Specular Tweak : 0.2 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.805 Tweak : IF_PERCENT Tweak : Reflectivity Tweak : 0 Tweak : IF_INT Tweak : Random Seed Tweak : 35 }