DarkTree Battlecruiser Version: 2.00 Modified: 05/23/2001 Author: Skyler Swanson // A Star Wars-like ship surface texture. This texture is set up so // that you can adjust the complexity of the surface. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Noise 1 : Manhattan Bump { DarkData: 3, 0, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Roughness : 0.2 Lacunarity : 0.25 Lacunarity_Lock : FALSE Density : 6 Block_Size : 1 Strata_Function : 0 Blend_Function : Link_To 12 | Percent Brightness : 0.5 Contrast : 0.795 Input_Seed : Link_To 0 | Seed Bump: Low : 0 High : 1 Bump_Scale : 1 } Gradient 2 : Elevation_Gradient 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: Number_Of_Shells : 3 Enable_Clamps : TRUE Blend_Function : 0 Shell_Position_1 : 0.65 Shell_Position_2 : 0.8 Shell_Position_3 : 0.95 Shell_Position_4 : 0.6 Shell_Position_5 : 1 Elevation : Link_To 3 | Bump Color: Shell_Value_1 : Link_To 7 | Color Shell_Value_2 : Link_To 6 | Color Shell_Value_3 : Link_To 5 | Color Shell_Value_4 : 255, 0, 0 Shell_Value_5 : 0, 255, 0 } External 3 : Cache Bump { DarkData: 2, 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: Bump: Background : Link_To 1 | Bump } Shader 4 : 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 : 0.815 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 2 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 8 | Percent 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 14 | Bump Alpha : 1 } Noise 5 : Fractal Color { DarkData: 2, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.8 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 0 | Top Surface 2 High : Link_To 0 | Top Surface 1 } Noise 6 : Rough Color { DarkData: 2, 2, 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 : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 0 | Internal High : Link_To 11 | Color } Noise 7 : Rough Color { DarkData: 2, 3, 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 : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 10 | Color High : Link_To 0 | Bottom Surface } Noise 8 : Fractal_1 Percent { DarkData: 1, -2, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.755 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.8 Input_Seed : Link_To 0 | Seed Percent: Low : Link_To 9 | Percent High : Link_To 0 | Specular } Process 9 : Subtract Percent { DarkData: 2, -2, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Percent: Percent_A : Link_To 0 | Specular Percent_B : 0.2 } Process 10 : Fade Color { DarkData: 3, 3, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Invert : FALSE Mask : 0.3 Color: Background : Link_To 0 | Bottom Surface } Process 11 : Darken Color { DarkData: 3, 2, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Invert : FALSE Mask : 0.75 Color: Background : Link_To 0 | Internal } Generator 12 : S_Curve Function { DarkData: 4, 0, 200 Common: Input : 0 Frequency : 1 Amplitude : Link_To 13 | Percent 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 } Process 13 : Composite Percent { DarkData: 5, 0, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Complexity Invert : FALSE Percent: Percent_A : 0.5 Percent_B : 0.2 } Process 14 : Multiply Bump { 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: Bump: Bump_A : 0.2 Bump_B : Link_To 3 | Bump } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Top Surface 1 Tweak : 255, 255, 255 Tweak : IF_COLOR Tweak : Top Surface 2 Tweak : 151, 151, 151 Tweak : IF_COLOR Tweak : Internal Tweak : 130, 134, 162 Tweak : IF_COLOR Tweak : Bottom Surface Tweak : 7, 9, 26 Tweak : IF_PERCENT Tweak : Complexity Tweak : 0.5 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.15 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.4 Tweak : IF_INT Tweak : Seed Tweak : 1 }