DarkTree Soft Leather Version: 2.00 Modified: 05/21/2001 Author: Jane Lin // This is a 3D texture of soft brown leather. 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 : Venation 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: Roughness : 0.44 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.17 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Background : 0 Veins : 1 Bump_Scale : Link_To 13 | Bump } 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 : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 12 | Percent Contrast : 0.6 Input_Seed : Link_To 0 | Random Seed Color: Low : Link_To 0 | Leather Color High : Link_To 6 | Color } 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 : 0.825 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 10 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 14 | 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 8 | Bump Alpha : 1 } Noise 4 : 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 : Link_To 0 | Random Seed Bump: Low : Link_To 5 | Bump High : 0.75 Bump_Scale : 0.3 } Deform 5 : 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 : Link_To 0 | Random Seed Bump: Background : Link_To 1 | Bump } Noise 6 : Fractal Color { DarkData: 3, 0, 200 Transform: Trans_0 : 1, 0, 0, -1.99 Trans_1 : 0, 1, 0, -1.67 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 : Link_To 0 | Random Seed Color: Low : Link_To 0 | Worn Leather 1 High : Link_To 0 | Worn Leather 2 } Noise 7 : 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 : Link_To 0 | Random Seed Bump: Low : 0 High : 1 Bump_Scale : 0.1 } 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 4 | Bump Bump_B : Link_To 7 | Bump } Deform 9 : 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 : Link_To 0 | Random Seed Percent: Background : Link_To 11 | Percent } Process 10 : 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 9 | Percent Color: Background : Link_To 2 | Color } Natural 11 : Venation Percent { DarkData: 3, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.44 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.17 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Percent: Background : 1 Veins : 0.87 } Process 12 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Wear Invert : FALSE Percent: Percent_A : 0.15 Percent_B : 0.7 } Process 13 : Composite Bump { DarkData: 5, 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 | Wear Invert : FALSE Bump: Bump_A : -0.15 Bump_B : -0.03 } Process 14 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Wear Invert : FALSE Percent: Percent_A : Link_To 0 | Specular Percent_B : Link_To 0 | Worn Specular } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Leather Color Tweak : 105, 37, 12 Tweak : IF_COLOR Tweak : Worn Leather 1 Tweak : 211, 141, 103 Tweak : IF_COLOR Tweak : Worn Leather 2 Tweak : 135, 85, 44 Tweak : IF_PERCENT Tweak : Wear Tweak : 0.1 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.15 Tweak : IF_PERCENT Tweak : Worn Specular Tweak : 0 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.3 Tweak : IF_INT Tweak : Random Seed Tweak : 16 }