DarkTree Circular Brushed Metal Version: 2.00 Modified: 05/18/2001 Author: DarkSim - Skyler Swanson // This texture is a brushed metal done with a circular scrubber. 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 { Process 1 : Composite 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: Blend_Function : 0.5 Mask : Link_To 8 | Percent Invert : TRUE Color: Color_A : Link_To 0 | Color 1 Color_B : Link_To 0 | Color 2 } Process 2 : 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 : 0.5 Invert : FALSE Percent: Percent_A : Link_To 3 | Percent Percent_B : Link_To 4 | Percent } Natural 3 : Lumps 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: Lump_Size : 1 Density : 0.93 Blend_Function : Link_To 5 | Percent Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Percent: Background : 0 Lumps : 1 } Natural 4 : Lumps Percent { DarkData: 4, 1, 200 Transform: Trans_0 : 1, 0, 0, -8 Trans_1 : 0, 1, 0, -8 Trans_2 : 0, 0, 1, 0 Common: Lump_Size : 1 Density : 0.93 Blend_Function : Link_To 5 | Percent Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Percent: Background : 0 Lumps : 1 } Generator 5 : Fractal_Noise Function { DarkData: 5, 0, 200 Common: Input : 0 Frequency : 0.31 Amplitude : 0.935 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Percent: Roughness : 0.702 Lacunarity : 0.5 Input_Seed : Link_To 0 | Random Seed Vary_Regions : TRUE Repeat_Flag : FALSE } Natural 6 : Clouds Color { DarkData: 2, 4, 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 : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.535 Contrast : 0.65 Input_Seed : 1 Color: Background : 0, 40, 120 Puff : 255, 255, 255 } Gradient 7 : Linear_Gradient Color { DarkData: 1, 4, 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 : Link_To 6 | Color Bottom : 103, 81, 66 } External 8 : Cache 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: Percent: Background : Link_To 2 | Percent } Shader 9 : 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 : 0.584 Light1_Rotate : 0.875 Light2_Color : 255, 255, 255 Light2_Rise : 0 Light2_Rotate : 0.145 Surface_Color : Link_To 1 | Color Diffuse_Level : Link_To 0 | Diffuse Level Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 14 | Percent Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 1 Anisotropy : 1 Anisotropic_Direction : Link_To 10 | Bump Reflectivity : Link_To 15 | Percent Environment : Link_To 7 | 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 : 0 Alpha : 1 } Process 10 : Composite 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: Blend_Function : 0.5 Mask : 0.5 Invert : FALSE Bump: Bump_A : Link_To 11 | Bump Bump_B : Link_To 12 | Bump } Natural 11 : Lumps 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: Lump_Size : 1 Density : 0.93 Blend_Function : 0 Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Bump: Background : 0 Lumps : 1 Bump_Scale : 0.4 Bevel_Profile : Link_To 13 | Percent } Natural 12 : Lumps Bump { DarkData: 2, 3, 200 Transform: Trans_0 : 1, 0, 0, -8 Trans_1 : 0, 1, 0, -8 Trans_2 : 0, 0, 1, 0 Common: Lump_Size : 1 Density : 0.93 Blend_Function : 0 Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Bump: Background : 0 Lumps : 1 Bump_Scale : 0.4 Bevel_Profile : Link_To 13 | Percent } Generator 13 : Bias Function { DarkData: 3, 2, 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 Bias : 0.045 } Process 14 : Multiply Percent { DarkData: 1, 1, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Percent: Percent_A : Link_To 0 | Specular Percent_B : Link_To 8 | Percent } Process 15 : Darken Percent { DarkData: 1, -1, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Invert : FALSE Mask : Link_To 16 | Percent Percent: Background : Link_To 8 | Percent } External 16 : Incident 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 : 0.5 Pitch : 0 Heading : 0 Percent: Edge : Link_To 17 | Percent Facing : Link_To 18 | Percent } Process 17 : Composite Percent { 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 | Reflectivity Invert : FALSE Percent: Percent_A : 0 Percent_B : 1 } Process 18 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Reflectivity Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.1 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Color 1 Tweak : 255, 255, 255 Tweak : IF_COLOR Tweak : Color 2 Tweak : 160, 160, 160 Tweak : IF_PERCENT Tweak : Diffuse Level Tweak : 0.4 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.5 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.8 Tweak : IF_PERCENT Tweak : Reflectivity Tweak : 0.05 Tweak : IF_INT Tweak : Random Seed Tweak : 95 }