DarkTree Metal::CopperBeaten Version: 2.00 Modified: 11/02/2002 Author: August Swanson // This texture generates a beaten copper metal surface. Make sure // to set your specular highlights to color or metal (depending on // your renderer) when using this. 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 { Natural 1 : Clouds Bump { DarkData: 1, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.4 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 6 Puff_Size : 0.5 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 2 Bump: Background : 0 Puff : -0.1 Bump_Scale : Link_To 7 | Bump } Natural 2 : Clouds Color { DarkData: 1, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.5 Lacunarity : 0.67 Lacunarity_Lock : FALSE Density : 6 Puff_Size : Link_To 4 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.535 Contrast : 0.65 Input_Seed : 1 Color: Background : Link_To 3 | Color Puff : 255, 255, 255 } Gradient 3 : Linear_Gradient Color { DarkData: 2, 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 Repeat_Flag : FALSE Color: Top : 0, 58, 179 Bottom : 255, 255, 128 } Gradient 4 : Linear_Gradient 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: Blend_Function : 0 Repeat_Flag : FALSE Percent: Top : 0.425 Bottom : 0 } Process 5 : Composite Percent { DarkData: 2, 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 | Specular Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.75 } Process 6 : Composite Percent { DarkData: 3, 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 | Specular Invert : FALSE Percent: Percent_A : 0.25 Percent_B : 1 } Process 7 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Beaten Invert : FALSE Bump: Bump_A : 0 Bump_B : 2 } Noise 8 : Fractal Color { DarkData: 1, -1, 200 Transform: Trans_0 : 2.43902, 0, 0, 0 Trans_1 : 0, 2.43902, 0, 0 Trans_2 : 0, 0, 2.43902, 0 Common: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.8 Input_Seed : 1 Color: Low : Link_To 0 | Copper 1 High : Link_To 0 | Copper 2 } Shader 9 : 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 : 0.165 Light1_Rotate : 0.85 Light2_Color : 255, 255, 255 Light2_Rise : 0.255 Light2_Rotate : 0.275 Surface_Color : Link_To 8 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : Link_To 10 | Percent Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : Link_To 0 | Metal Highlight Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : Link_To 0 | Reflectivity Environment : Link_To 2 | Color 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 1 | Bump Alpha : 1 } Noise 10 : Fractal_1 Percent { DarkData: 1, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.525 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Percent: Low : Link_To 5 | Percent High : Link_To 6 | Percent } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Copper 1 Tweak : 184, 106, 94 Tweak : IF_COLOR Tweak : Copper 2 Tweak : 192, 135, 112 Tweak : IF_PERCENT Tweak : Beaten Tweak : 0.5 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.75 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0 Tweak : IF_PERCENT Tweak : Reflectivity Tweak : 0.135 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 0.4 Tweak : IF_PERCENT Tweak : Metal Highlight Tweak : 1 }