DarkTree Rivet Dome Version: 2.00 Modified: 10/30/2002 Author: Skyler Swanson // This darktree generates spherical brushed metal dome made of // riveted plates and a top cap. This texture is designed to map // onto spheres shaped objects or a dome. You will want to crank up // metal level or color highlights in your plugins with this // texture. Pref_Map: Spherical Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Deform 1 : Radial_Twist Color { DarkData: 2, -1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, -6.99382e-007, 2, 0 Trans_2 : 0, -16, -8.74228e-008, 0 Common: Scale_Factor : 0.8 Distortion : Link_To 24 | Percent Color: Background : Link_To 2 | Color } Noise 2 : Fractal Color { DarkData: 3, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, -3.27835e-008, 0 Trans_2 : 0, -3.27835e-008, 0.25, 0 Common: Roughness : 1 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.57 Contrast : 0.645 Input_Seed : 5 Color: Low : Link_To 0 | Top Color 1 High : Link_To 0 | Top Color 2 } Gradient 3 : Absolute_Shells Bump { DarkData: 1, 2, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Mapping_Type : PLANAR_2D Number_Of_Shells : 2 Blend_Function : 0 Shell_Position_1 : 0.895 Shell_Position_2 : 0.895 Shell_Position_3 : 0.8 Shell_Position_4 : 0.8 Shell_Position_5 : 0.666667 Shell_Position_6 : 0.833333 Repeat_Flag : FALSE Enable_Clamps : TRUE Bump: Shell_Value_1 : Link_To 4 | Bump Shell_Value_2 : 0.5 Shell_Value_3 : 0 Shell_Value_4 : 0.5 Shell_Value_5 : 0 Shell_Value_6 : 0.5 Bump_Scale : 1 } Pattern 4 : Bricks Bump { DarkData: 2, 2, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Width : 0.3 Height : 0.3 Depth : 1 Row_Shift : 0 Mortar_Width : 0.05 Blend_Function : 0 Sampling_Options : RECENTER Mapping_Type : SPHERICAL_2D Bump: Brick : Link_To 5 | Bump Mortar : 0 Bevel_Width : 0.05 Bevel_Profile : 0 Bump_Scale : 0.2 } Pattern 5 : Dots Bump { DarkData: 3, 2, 200 Transform: Trans_0 : 2.22222, 0, 0, 0 Trans_1 : 0, 2.22222, 0, 0 Trans_2 : 0, 0, 2.22222, 0 Common: Dot_Size : 0.6 Blend_Function : 0 Width : 0.035 Height : 0.035 Depth : 0.5 Row_Shift : 0 Sampling_Options : NONE Mapping_Type : SPHERICAL_2D Bump: Dot : 0 Background : 0 Bevel_Width : Link_To 6 | Percent Bevel_Profile : 0 Bump_Scale : Link_To 16 | Bump } Pattern 6 : Bricks Percent { DarkData: 4, 2, 200 Transform: Trans_0 : 0.45, 0, 0, -0.5 Trans_1 : 0, 0.45, 0, -0.5 Trans_2 : 0, 0, 0.45, 0 Common: Width : 1 Height : 1 Depth : 1 Row_Shift : 0 Mortar_Width : 0.825 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Percent: Brick : 0 Mortar : 0.6 } Pattern 7 : Dots Color { DarkData: 3, 0, 200 Transform: Trans_0 : 2.22222, 0, 0, 0 Trans_1 : 0, 2.22222, 0, 0 Trans_2 : 0, 0, 2.22222, 0 Common: Dot_Size : Link_To 11 | Percent Blend_Function : 0 Width : 0.035 Height : 0.035 Depth : 0.5 Row_Shift : 0 Sampling_Options : NONE Mapping_Type : SPHERICAL_2D Color: Dot : Link_To 0 | Rivet Color Background : Link_To 14 | Color } Noise 8 : Fractal Percent { DarkData: 2, -2, 200 Transform: Trans_0 : 16, 0, 0, 0 Trans_1 : 0, 0.0833333, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 1 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.7 Input_Seed : 5 Percent: Low : Link_To 19 | Percent High : Link_To 20 | Percent } Gradient 9 : Absolute_Shells Percent { DarkData: 1, -2, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Mapping_Type : PLANAR_2D Number_Of_Shells : 2 Blend_Function : 0 Shell_Position_1 : 0.895 Shell_Position_2 : 0.895 Shell_Position_3 : 0.8 Shell_Position_4 : 0.8 Shell_Position_5 : 0.666667 Shell_Position_6 : 0.833333 Repeat_Flag : FALSE Enable_Clamps : TRUE Percent: Shell_Value_1 : Link_To 8 | Percent Shell_Value_2 : Link_To 23 | Percent Shell_Value_3 : 1 Shell_Value_4 : 1 Shell_Value_5 : 1 Shell_Value_6 : 1 } Pattern 10 : Bricks Color { DarkData: 2, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Width : 0.3 Height : 0.3 Depth : 1 Row_Shift : 0 Mortar_Width : 0.05 Blend_Function : Link_To 15 | Percent Sampling_Options : RECENTER Mapping_Type : SPHERICAL_2D Color: Brick : Link_To 7 | Color Mortar : 27, 27, 27 } Pattern 11 : Bricks Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 0.45, 0, 0, -0.5 Trans_1 : 0, 0.45, 0, -0.5 Trans_2 : 0, 0, 0.45, 0 Common: Width : 1 Height : 1 Depth : 1 Row_Shift : 0 Mortar_Width : 0.825 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Percent: Brick : 0 Mortar : 0.6 } Gradient 12 : Absolute_Shells Color { DarkData: 1, 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: Mapping_Type : PLANAR_2D Number_Of_Shells : 3 Blend_Function : 0 Shell_Position_1 : 0.895 Shell_Position_2 : 0.895 Shell_Position_3 : 0.9 Shell_Position_4 : 0.8 Shell_Position_5 : 0.666667 Shell_Position_6 : 0.833333 Repeat_Flag : FALSE Enable_Clamps : TRUE Color: Shell_Value_1 : Link_To 10 | Color Shell_Value_2 : 27, 27, 27 Shell_Value_3 : Link_To 1 | Color Shell_Value_4 : 255, 0, 0 Shell_Value_5 : 0, 255, 0 Shell_Value_6 : 0, 0, 255 } Noise 13 : Fractal Color { DarkData: 6, 0, 200 Transform: Trans_0 : 8, 0, 0, 0 Trans_1 : 0, 0.0416667, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 1 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.7 Input_Seed : 5 Color: Low : Link_To 0 | Plate Color High : Link_To 25 | Color } Control 14 : Shuffle_Translate Color { DarkData: 5, 0, 200 Transform: Trans_0 : 0.45, 0, 0, 0 Trans_1 : 0, 0.45, 0, 0 Trans_2 : 0, 0, 0.45, 0 Common: Input_Seed : 1 X_Amount : 0.2 Y_Amount : 0.2 Z_Amount : 0 Color: Background : Link_To 13 | Color } Generator 15 : Linear Function { DarkData: 3, 1, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Process 16 : Composite Bump { DarkData: 5, 2, 200 Transform: Trans_0 : 0.45, 0, 0, 0 Trans_1 : 0, 0.45, 0, 0 Trans_2 : 0, 0, 0.45, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Rivet Height Invert : FALSE Bump: Bump_A : 0 Bump_B : 1 } Process 17 : Composite Percent { DarkData: 4, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, -5.46392e-009, -0.125, 0 Trans_2 : 0, 1, -4.37114e-008, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Top Specular Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.7 } Process 18 : Composite Percent { DarkData: 5, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, -5.46392e-009, -0.125, 0 Trans_2 : 0, 1, -4.37114e-008, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Top Specular Invert : FALSE Percent: Percent_A : 0.3 Percent_B : 1 } Process 19 : Composite Percent { DarkData: 3, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, -5.46392e-009, -0.125, 0 Trans_2 : 0, 1, -4.37114e-008, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Dome Specular Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.7 } Process 20 : Composite Percent { DarkData: 4, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, -5.46392e-009, -0.125, 0 Trans_2 : 0, 1, -4.37114e-008, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Dome Specular Invert : FALSE Percent: Percent_A : 0.3 Percent_B : 1 } Shader 21 : 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 : 240, 240, 240 Light1_Rise : 0.4 Light1_Rotate : 0.85 Light2_Color : 192, 192, 192 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 12 | Color Diffuse_Level : 0.9 Diffuse_Function : 0.5 Luminosity : 0.25 Specular_Level : Link_To 9 | Percent Specular_Function : 0.5 Glossiness : 0.15 Metal_Highlight : Link_To 0 | Metal Level 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 3 | Bump Alpha : 1 } Noise 22 : Fractal Percent { DarkData: 3, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 1 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.7 Input_Seed : 5 Percent: Low : Link_To 17 | Percent High : Link_To 18 | Percent } Deform 23 : Radial_Twist Percent { DarkData: 2, -3, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, -6.99382e-007, 2, 0 Trans_2 : 0, -16, -8.74228e-008, 0 Common: Scale_Factor : 9.1 Distortion : 0.5 Percent: Background : Link_To 22 | Percent } Generator 24 : Fractal_Noise Function { DarkData: 4, -1, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Percent: Roughness : 0.8 Lacunarity : 0.5 Input_Seed : 117 Vary_Regions : TRUE Repeat_Flag : FALSE } Process 25 : HSV_Attractor Color { DarkData: 7, 0, 200 Transform: Trans_0 : 0.04625, 0, 0, 0 Trans_1 : 0, 8.88, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Plate Color Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 26 | Percent Val_Amount : Link_To 27 | Percent } Control 26 : Randomizer Percent { DarkData: 8, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 55 Percent: Percent_Minimum : Link_To 28 | Percent Percent_Maximum : 0.8 } Control 27 : Randomizer Percent { DarkData: 9, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 56 Percent: Percent_Minimum : Link_To 28 | Percent Percent_Maximum : 0.8 } Process 28 : Composite Percent { DarkData: 10, 0, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Plate Variation Invert : FALSE Percent: Percent_A : 0.8 Percent_B : 0 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Top Color 1 Tweak : 63, 63, 63 Tweak : IF_COLOR Tweak : Top Color 2 Tweak : 191, 191, 191 Tweak : IF_COLOR Tweak : Rivet Color Tweak : 160, 151, 122 Tweak : IF_COLOR Tweak : Plate Color Tweak : 92, 92, 92 Tweak : IF_PERCENT Tweak : Plate Variation Tweak : 0.2 Tweak : IF_PERCENT Tweak : Top Specular Tweak : 0.6 Tweak : IF_PERCENT Tweak : Dome Specular Tweak : 0.7 Tweak : IF_PERCENT Tweak : Rivet Height Tweak : 0.15 Tweak : IF_PERCENT Tweak : Metal Level Tweak : 1 Tweak : IF_INT Tweak : Seed Tweak : 1 }