DarkTree Green Marbled Version: 2.00 Modified: 05/20/2001 Author: DarkSim - Mark Naivar // A marble 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 { Generator 1 : Round Function { DarkData: 2, 0, 200 Common: Input : Link_To 5 | Percent Frequency : 2 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 : TRUE } Natural 2 : Clouds Color { DarkData: 1, 0, 200 Transform: Trans_0 : 1.33333, 0, 0, 0 Trans_1 : 0, 1.33333, 0, 0 Trans_2 : 0, 0, 1.33333, 0 Common: Roughness : Link_To 7 | Percent Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 6 Puff_Size : 0.5 Strata_Function : 0 Blend_Function : Link_To 1 | Percent Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Color: Background : Link_To 0 | Vein Puff : Link_To 3 | Color } Noise 3 : Fractal_1 Color { DarkData: 2, 1, 200 Transform: Trans_0 : 0.750002, 0, 0, 0 Trans_1 : 0, 0.750002, 0, 0 Trans_2 : 0, 0, 0.750002, 0 Common: Roughness : 0.615 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.81 Input_Seed : Link_To 0 | Random Seed Color: Low : Link_To 0 | Background 1 High : Link_To 0 | Background 2 } Shader 4 : 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 : 0.41 Light1_Rotate : 0.825 Light2_Color : 255, 255, 255 Light2_Rise : 0.016 Light2_Rotate : 0.125 Surface_Color : Link_To 2 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 0 | Specular Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 0 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : Link_To 0 | Reflectivity 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 : 0 Alpha : 1 } Generator 5 : Gain Function { DarkData: 3, 0, 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 Gain : Link_To 6 | Percent } Process 6 : Composite Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 0.750002, 0, 0, 0 Trans_1 : 0, 0.750002, 0, 0 Trans_2 : 0, 0, 0.750002, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Vein Width Invert : FALSE Percent: Percent_A : 0.35 Percent_B : 1 } Process 7 : Composite Percent { DarkData: 2, -1, 200 Transform: Trans_0 : 0.750002, 0, 0, 0 Trans_1 : 0, 0.750002, 0, 0 Trans_2 : 0, 0, 0.750002, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Roughness Invert : FALSE Percent: Percent_A : 0.3 Percent_B : 1 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Vein Tweak : 26, 102, 30 Tweak : IF_COLOR Tweak : Background 2 Tweak : 244, 241, 234 Tweak : IF_COLOR Tweak : Background 1 Tweak : 223, 214, 191 Tweak : IF_PERCENT Tweak : Roughness Tweak : 0.4 Tweak : IF_PERCENT Tweak : Vein Width Tweak : 0.25 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.7 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.6 Tweak : IF_PERCENT Tweak : Reflectivity Tweak : 0.1 Tweak : IF_INT Tweak : Random Seed Tweak : 5 }