DarkTree Scratched Rusty Steel Version: 2.00 Modified: 05/28/2003 Author: DarkSim - Skyler Swanson // This texture generates a heavily rusted and scratched steel // 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 : Scratches Bump { DarkData: 3, 2, 200 Transform: Trans_0 : 2.15146, 0, 0, 1.32502e-013 Trans_1 : 0, 2.15146, 0, 3.37921e-013 Trans_2 : 0, 0, 2.15146, 0 Common: Curviness : 0.1 Taper : 0.5 Density : 0.228 Scratch_Width : Link_To 0 | Scratch Width Scratch_Length : 0.75 Align : 0 Blend_Function : 0 Input_Seed : 1 Bump: Background : 0 Scratches : 0 Bump_Scale : 0.04 Bevel_Profile : 0 } Noise 2 : Rough Percent { DarkData: 5, 3, 200 Transform: Trans_0 : 0.464801, 0, 0, -4.71866e-007 Trans_1 : 0, 0.4648, 0, 3.47792e-008 Trans_2 : 0, 0, 0.4648, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.62 Strata_Function : 0 Blend_Function : Link_To 14 | Percent Brightness : 0.5 Contrast : 0.735 Input_Seed : Link_To 0 | Seed Percent: Low : 0.196078 High : 1 } Process 3 : Composite Color { DarkData: 2, 0, 200 Transform: Trans_0 : 2.00001, 0, 0, -5.21542e-007 Trans_1 : 0, 2.00001, 0, -5.21542e-007 Trans_2 : 0, 0, 2.00001, 0 Common: Blend_Function : 0.5 Mask : Link_To 18 | Percent Invert : FALSE Color: Color_A : Link_To 10 | Color Color_B : Link_To 7 | Color } Natural 4 : Scratches Percent { DarkData: 4, 3, 200 Transform: Trans_0 : 2.15146, 0, 0, 1.06865e-008 Trans_1 : 0, 2.15146, 0, 1.06865e-008 Trans_2 : 0, 0, 2.15146, 0 Common: Curviness : 0.1 Taper : 0.5 Density : 0.228 Scratch_Width : Link_To 0 | Scratch Width Scratch_Length : 0.75 Align : 0 Blend_Function : 0 Input_Seed : 1 Percent: Background : Link_To 2 | Percent Scratches : 1 } Process 5 : Composite Percent { DarkData: 1, 4, 200 Transform: Trans_0 : 1.5, 0, 0, 0.500001 Trans_1 : 0, 1.5, 0, 0.500001 Trans_2 : 0, 0, 1.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 18 | Percent Invert : FALSE Percent: Percent_A : 0 Percent_B : 1 } Shader 6 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 0.666665, 0, 0, -0.333333 Trans_1 : 0, 0.666665, 0, -0.333333 Trans_2 : 0, 0, 0.666665, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.67 Light1_Rotate : 0.14 Light2_Color : 255, 255, 255 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 8 | Color Diffuse_Level : Link_To 17 | Percent Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 16 | Percent Specular_Function : 0.5 Glossiness : 0.01 Metal_Highlight : Link_To 5 | Percent 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 15 | Bump Alpha : 1 } Noise 7 : Fractal_1 Color { DarkData: 3, -1, 200 Transform: Trans_0 : 0.500001, 0, 0, 1.10933e-012 Trans_1 : 0, 0.5, 0, -2.40689e-013 Trans_2 : 0, 0, 0.5, 0 Common: Roughness : 0.705 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.94 Input_Seed : 2 Color: Low : Link_To 0 | Steel 1 High : Link_To 0 | Steel 2 } Process 8 : Fade Color { DarkData: 1, 0, 200 Transform: Trans_0 : 0.75, 0, 0, 0.25 Trans_1 : 0, 0.75, 0, 0.25 Trans_2 : 0, 0, 0.75, 0 Common: Invert : FALSE Mask : Link_To 9 | Percent Color: Background : Link_To 3 | Color } Noise 9 : Fractal_1 Percent { DarkData: 2, -1, 200 Transform: Trans_0 : 4, 0, 0, -2.98018e-008 Trans_1 : 0, 1, 0, -7.45046e-009 Trans_2 : 0, 0, 4, 0 Common: Roughness : 0.705 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.375 Contrast : 0.855 Input_Seed : Link_To 0 | Seed Percent: Low : 0 High : 0.715 } Noise 10 : Rough Color { DarkData: 3, 0, 200 Transform: Trans_0 : 0.250002, 0, 0, -4.61934e-007 Trans_1 : 0, 0.25, 0, 4.4711e-008 Trans_2 : 0, 0, 0.25, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.62 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.735 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 11 | Color High : Link_To 12 | Color } Noise 11 : Fractal_1 Color { DarkData: 4, 0, 200 Transform: Trans_0 : 2, 0, 0, 1.66893e-006 Trans_1 : 0, 2, 0, -5.96203e-008 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.705 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.927 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 0 | Rust 1 High : Link_To 0 | Rust 2 } Noise 12 : Fractal_1 Color { DarkData: 4, -1, 200 Transform: Trans_0 : 0.5, 0, 0, 2.38419e-007 Trans_1 : 0, 0.500001, 0, -1.49051e-008 Trans_2 : 0, 0, 0.500001, 0 Common: Roughness : 0.705 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.929 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 0 | Rust 3 High : Link_To 0 | Rust 4 } Noise 13 : Rough Bump { DarkData: 3, 1, 200 Transform: Trans_0 : 0.749996, 0, 0, 1.53357e-006 Trans_1 : 0, 0.75, 0, 1.1238e-006 Trans_2 : 0, 0, 0.75, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.65 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Bump: Low : 0.3 High : 1 Bump_Scale : 0.06 } Generator 14 : Linear Function { DarkData: 6, 3, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : Link_To 0 | Rustiness Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Process 15 : Composite Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 1.5, 0, 0, 0.500001 Trans_1 : 0, 1.5, 0, 0.500001 Trans_2 : 0, 0, 1.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 18 | Percent Invert : FALSE Bump: Bump_A : Link_To 19 | Bump Bump_B : 0.01 } Process 16 : Composite Percent { DarkData: 1, 2, 200 Transform: Trans_0 : 1.5, 0, 0, 0.500001 Trans_1 : 0, 1.5, 0, 0.500001 Trans_2 : 0, 0, 1.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 18 | Percent Invert : FALSE Percent: Percent_A : 0 Percent_B : Link_To 0 | Steel Specular } Process 17 : Composite Percent { DarkData: 1, 3, 200 Transform: Trans_0 : 1.5, 0, 0, 0.500001 Trans_1 : 0, 1.5, 0, 0.500001 Trans_2 : 0, 0, 1.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 18 | Percent Invert : FALSE Percent: Percent_A : 1 Percent_B : 0.6 } External 18 : Cache Percent { DarkData: 3, 3, 200 Transform: Trans_0 : 1, 0, 0, -4.96834e-009 Trans_1 : 0, 1, 0, -4.96834e-009 Trans_2 : 0, 0, 1, 0 Common: Percent: Background : Link_To 4 | Percent } Process 19 : Minimum Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 1, 0, 0, -1.53482e-006 Trans_1 : 0, 1, 0, -1.53482e-006 Trans_2 : 0, 0, 1, 0 Common: Bump: Bump_A : Link_To 13 | Bump Bump_B : Link_To 1 | Bump } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Steel 1 Tweak : 120, 120, 120 Tweak : IF_COLOR Tweak : Steel 2 Tweak : 190, 190, 190 Tweak : IF_COLOR Tweak : Rust 1 Tweak : 75, 54, 44 Tweak : IF_COLOR Tweak : Rust 2 Tweak : 112, 61, 52 Tweak : IF_COLOR Tweak : Rust 3 Tweak : 80, 68, 61 Tweak : IF_COLOR Tweak : Rust 4 Tweak : 142, 77, 17 Tweak : IF_PERCENT Tweak : Rustiness Tweak : 0.19 Tweak : IF_PERCENT Tweak : Scratch Width Tweak : 0.1 Tweak : IF_PERCENT Tweak : Steel Specular Tweak : 0.7 Tweak : IF_INT Tweak : Seed Tweak : 14 }