DarkTree Galvanized Steel Version: 2.00 Modified: 05/18/2001 Author: DarkSim - Skyler Swanson // This darktree generates a galvanized metal surface. 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 : Lumps Color { DarkData: 2, 0, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Lump_Size : 1 Density : 0.5 Blend_Function : Link_To 2 | Percent Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Color: Background : 50, 0, 0 Lumps : Link_To 9 | Color } Generator 2 : Add Function { DarkData: 3, 1, 200 Generator: Function_A : 1 Function_B : 0 } Noise 3 : Fractal Percent { DarkData: 2, -1, 200 Transform: Trans_0 : 3.57143, 0, 0, -3.75 Trans_1 : 0, 0.957488, 0, 1.05324 Trans_2 : 0, 0, 3.57143, -3.39286 Common: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 5 | Percent Contrast : 0.8 Input_Seed : Link_To 0 | Random Seed Percent: Low : 0.474 High : 1 } Process 4 : Darken 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: Invert : FALSE Mask : Link_To 3 | Percent Color: Background : Link_To 1 | Color } Process 5 : Composite Percent { DarkData: 3, -1, 200 Transform: Trans_0 : 0.28, 0, 0, 0 Trans_1 : 0, 1.0444, 0, 0 Trans_2 : 0, 0, 0.28, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Grunge Invert : FALSE Percent: Percent_A : 1 Percent_B : 0.4 } Shader 6 : 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 : 0.165 Light1_Rotate : 0.85 Light2_Color : 255, 255, 255 Light2_Rise : 0.255 Light2_Rotate : 0.275 Surface_Color : Link_To 4 | Color Diffuse_Level : Link_To 0 | Diffuse Level Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 7 | Percent Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 1 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 7 : Fractal_1 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: Roughness : 0.74 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 0 | Specular Contrast : 0.56 Input_Seed : Link_To 0 | Random Seed Percent: Low : 0.01 High : 0.612 } Noise 8 : Rough Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : Link_To 0 | Roughness Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Bump: Low : 0 High : 0.1 Bump_Scale : 0.12 } Process 9 : HSV_Attractor Color { DarkData: 3, 0, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Color: Background : Link_To 0 | Color 1 Target : Link_To 0 | Color 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : Link_To 10 | Percent Sat_Amount : Link_To 10 | Percent Val_Amount : Link_To 10 | Percent } Control 10 : Randomizer Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : 0 Percent_Maximum : 1 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Color 1 Tweak : 132, 132, 132 Tweak : IF_COLOR Tweak : Color 2 Tweak : 200, 203, 213 Tweak : IF_PERCENT Tweak : Grunge Tweak : 0.3 Tweak : IF_PERCENT Tweak : Roughness Tweak : 0.45 Tweak : IF_PERCENT Tweak : Diffuse Level Tweak : 0.8 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.516 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.02 Tweak : IF_INT Tweak : Random Seed Tweak : 29 }