DarkTree Morro Rock Version: 2.00 Modified: 08/31/2002 Author: Skyler Swanson // Here's a close up texture based on a volcanic rock commonly // called Morro Rock. This igneous rock can be found near San Luis // Obispo California. Pref_Map: Frame Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Meters Heading: 0 Pitch: 0 { Noise 1 : Fractal_1 Color { DarkData: 4, -1, 200 Transform: Trans_0 : 14.3678, 0, 0, 0 Trans_1 : 0, 14.3678, 0, 0 Trans_2 : 0, 0, 14.3678, 0 Common: Roughness : 0.493 Lacunarity : 0.6 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 0 | Grain 1 High : Link_To 0 | Grain 2 } Noise 2 : Fractal Color { DarkData: 4, 1, 200 Transform: Trans_0 : 7.32601, 0, 0, 0 Trans_1 : 0, 7.32601, 0, 0 Trans_2 : 0, 0, 7.32601, 0 Common: Roughness : 0.642 Lacunarity : 0.5 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.346 Contrast : 0.736 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 0 | Rock 1 High : Link_To 0 | Rock 2 } Pattern 3 : Flagstones Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 5.63063, 0, 0, 0 Trans_1 : 0, 5.63063, 0, 0 Trans_2 : 0, 0, 5.63063, 0 Common: Mortar_Width : 0.139 Density : 0.552 Blend_Function : 0 Input_Seed : Link_To 0 | Seed Rounded_Corners : 0 Depth : 1 Width : 1 Height : 1 Sampling_Options : NONE Mapping_Type : PLANAR_3D Percent: Stone : Link_To 4 | Percent Mortar : 1 } Control 4 : Switch Percent { DarkData: 5, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Weight_1 : 0.27 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Percent: Background_1 : 1 Background_2 : 0 Background_3 : 0.784314 Background_4 : 0.784314 Background_5 : 0.784314 } Process 5 : Composite Color { DarkData: 3, 0, 200 Transform: Trans_0 : 0.0812, 0, 0, 0 Trans_1 : 0, 0.0812, 0, 0 Trans_2 : 0, 0, 0.0812, 0 Common: Blend_Function : 0.5 Mask : Link_To 3 | Percent Invert : FALSE Color: Color_A : Link_To 1 | Color Color_B : Link_To 2 | Color } Shader 6 : 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 : 0.7 Light1_Rotate : 0.85 Light2_Color : 88, 88, 88 Light2_Rise : 0.03 Light2_Rotate : 0.15 Surface_Color : Link_To 11 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : 0.05 Specular_Level : Link_To 0 | Specular Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 0 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 9 | Bump Alpha : 1 } Noise 7 : Fractal_1 Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 2.9036, 0, 0, 0 Trans_1 : 0, 2.9036, 0, 0 Trans_2 : 0, 0, 2.9036, 0 Common: Roughness : 0.524 Lacunarity : 0.6 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : Link_To 0 | Seed Bump: Low : 0 High : 1 Bump_Scale : 0.63 } Natural 8 : Pumice Bump { DarkData: 3, 1, 200 Transform: Trans_0 : 1.62813, 0, 0, 0 Trans_1 : 0, 1.62813, 0, 0 Trans_2 : 0, 0, 1.62813, 0 Common: Pit_Depth : 0.5 Lacunarity : 0.5 Lacunarity_Lock : TRUE Roughness : 0.556 Brightness : 0.5 Contrast : 0.5 Pit_Size : 0.25 Density : 3 Strata_Function : 0 Blend_Function : 0 Input_Seed : Link_To 0 | Seed Bump: Pit : 0 Background : 1 Bump_Scale : 0.02 } Process 9 : Add Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Bump: Bump_A : Link_To 7 | Bump Bump_B : Link_To 8 | Bump } Natural 10 : Pumice Percent { DarkData: 3, -1, 200 Transform: Trans_0 : 1.62813, 0, 0, 0 Trans_1 : 0, 1.62813, 0, 0 Trans_2 : 0, 0, 1.62813, 0 Common: Pit_Depth : 0.5 Lacunarity : 0.5 Lacunarity_Lock : TRUE Roughness : 0.651 Brightness : 0.5 Contrast : 0.5 Pit_Size : 0.25 Density : 3 Strata_Function : 0 Blend_Function : 0 Input_Seed : Link_To 0 | Seed Percent: Pit : 1 Background : 0.742 } Process 11 : Darken 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: Invert : FALSE Mask : Link_To 10 | Percent Color: Background : Link_To 12 | Color } Noise 12 : Rough Color { DarkData: 2, 0, 200 Transform: Trans_0 : 12.3153, 0, 0, 0 Trans_1 : 0, 12.3153, 0, 0 Trans_2 : 0, 0, 12.3153, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : TRUE Roughness : 0.415 Strata_Function : 0 Blend_Function : 0 Brightness : 0.141 Contrast : 0.567 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 5 | Color High : Link_To 0 | Grain 3 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Rock 1 Tweak : 162, 162, 156 Tweak : IF_COLOR Tweak : Rock 2 Tweak : 122, 116, 106 Tweak : IF_COLOR Tweak : Grain 1 Tweak : 166, 154, 127 Tweak : IF_COLOR Tweak : Grain 2 Tweak : 229, 219, 202 Tweak : IF_COLOR Tweak : Grain 3 Tweak : 148, 126, 69 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Tweak : 0 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0 Tweak : IF_INT Tweak : Seed Tweak : 1 }