DarkTree OzoneHole Version: 2.00 Modified: 08/27/2002 Author: Christian Schmidt // An animating ozone hole texture. Christian Schmidt 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 { Process 1 : Threshold 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 Color: Threshold : Link_To 7 | Percent Color_A : Link_To 11 | Color Color_B : Link_To 2 | Color Sample : Link_To 11 | Color } Gradient 2 : Mask_Gradient Color { DarkData: 2, 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 : 5 Enable_Clamps : TRUE Blend_Function : 0 Shell_Position_1 : 0.001 Shell_Position_2 : 0.18 Shell_Position_3 : 0.4 Shell_Position_4 : 0.49 Shell_Position_5 : 0.95 Mask : Link_To 7 | Percent Color: Shell_Value_1 : Link_To 0 | Background Shell_Value_2 : Link_To 0 | Color 1 Shell_Value_3 : Link_To 0 | Color 2 Shell_Value_4 : Link_To 0 | Color 3 Shell_Value_5 : Link_To 0 | Color 4 } Deform 3 : Turbulence 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: Turbulence : 0.53 Density : 1 Distortion : 0.3 Scale_Factor : 1 Input_Seed : Link_To 0 | Seed Percent: Background : Link_To 5 | Percent } Gradient 4 : Absolute_Shells Percent { DarkData: 7, 0, 200 Transform: Trans_0 : 1.31898, 0, 0, 0 Trans_1 : 0, 1.31898, 0, 0 Trans_2 : 0, 0, 1.31898, 0 Common: Mapping_Type : CYLINDRICAL_2D Number_Of_Shells : 3 Blend_Function : 0 Shell_Position_1 : 0.23 Shell_Position_2 : 0.39167 Shell_Position_3 : 1 Shell_Position_4 : 0.5 Shell_Position_5 : 0.666667 Shell_Position_6 : 0.833333 Repeat_Flag : FALSE Enable_Clamps : TRUE Percent: Shell_Value_1 : 1 Shell_Value_2 : 0.775 Shell_Value_3 : 0 Shell_Value_4 : 1 Shell_Value_5 : 0 Shell_Value_6 : 1 } Deform 5 : Waver Percent { DarkData: 6, 0, 200 Transform: Trans_0 : 1.25, 0, 0, 0 Trans_1 : 0, 1.25, 0, 0 Trans_2 : 0, 0, 1.25, 0 Common: Distortion : 1 Scale_Factor : 1 Input_Seed : Link_To 0 | Seed Percent: Background : Link_To 4 | Percent } Transform 6 : Translate Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: X_Amount : 0 Y_Amount : 0 Z_Amount : 2 Percent_Moved : Link_To 8 | Percent Percent: Background : Link_To 3 | Percent } Transform 7 : Rotate Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: X_Amount : 0 Y_Amount : 0 Z_Amount : 1 X_Center : 0 Y_Center : 0 Z_Center : 0 Percent_Moved : Link_To 8 | Percent Percent: Background : Link_To 6 | Percent } External 8 : Time Percent { DarkData: 5, 1, 200 Common: B-Spline : HOLD B-Spline-NP : 2 B-Spline-P : 0, 0, FALSE, FALSE B-Spline-P : 60, 1, FALSE, FALSE } Gradient 9 : Absolute_Shells Color { DarkData: 7, -1, 200 Transform: Trans_0 : 0.84, 0, 0, 0 Trans_1 : 0, 0.84, 0, 0 Trans_2 : 0, 0, 0.84, 0 Common: Mapping_Type : CYLINDRICAL_2D Number_Of_Shells : 2 Blend_Function : 0 Shell_Position_1 : 0 Shell_Position_2 : 0.1 Shell_Position_3 : 0.333333 Shell_Position_4 : 0.5 Shell_Position_5 : 0.666667 Shell_Position_6 : 0.833333 Repeat_Flag : FALSE Enable_Clamps : TRUE Color: Shell_Value_1 : Link_To 0 | Hole Shell_Value_2 : Link_To 0 | Color 4 Shell_Value_3 : 0, 0, 255 Shell_Value_4 : 255, 0, 0 Shell_Value_5 : 0, 255, 0 Shell_Value_6 : 0, 0, 255 } Shader 10 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 0.952381, 0, 0, 0 Trans_1 : 0, 0.952381, 0, 0 Trans_2 : 0, 0, 0.952381, 0 Color: Light1_Color : 240, 240, 240 Light1_Rise : 0.4 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 1 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.625 Specular_Level : 0 Specular_Function : 0.5 Glossiness : 0 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 : 0 Alpha : 1 } Transform 11 : Rotate Color { DarkData: 3, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: X_Amount : 0 Y_Amount : 0 Z_Amount : 1 X_Center : 0 Y_Center : 0 Z_Center : 0 Percent_Moved : Link_To 8 | Percent Color: Background : Link_To 12 | Color } Transform 12 : Translate Color { DarkData: 4, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: X_Amount : 0 Y_Amount : 0 Z_Amount : 2 Percent_Moved : Link_To 8 | Percent Color: Background : Link_To 13 | Color } Deform 13 : Turbulence Color { DarkData: 5, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Turbulence : 0.53 Density : 1 Distortion : 0.3 Scale_Factor : 1 Input_Seed : Link_To 0 | Seed Color: Background : Link_To 14 | Color } Deform 14 : Waver Color { DarkData: 6, -1, 200 Transform: Trans_0 : 1.25, 0, 0, 0 Trans_1 : 0, 1.25, 0, 0 Trans_2 : 0, 0, 1.25, 0 Common: Distortion : 1 Scale_Factor : 1 Input_Seed : Link_To 0 | Seed Color: Background : Link_To 9 | Color } } Trigger_Bank: 1, 60 Tweaker { Tweak : IF_COLOR Tweak : Background Tweak : 0, 0, 100 Tweak : IF_COLOR Tweak : Color 1 Tweak : 40, 40, 255 Tweak : IF_COLOR Tweak : Color 2 Tweak : 60, 255, 60 Tweak : IF_COLOR Tweak : Color 3 Tweak : 230, 230, 0 Tweak : IF_COLOR Tweak : Color 4 Tweak : 255, 0, 0 Tweak : IF_COLOR Tweak : Hole Tweak : 0, 0, 0 Tweak : IF_INT Tweak : Seed Tweak : 11 }