DarkTree Plush Version: 2.00 Modified: 08/27/2002 Author: Andrew Weidenhammer // Simple Fractal Noise and incidence to create a plush velvet // look. The edges of the object a glow as if lit from behind, and // can be fuzzy. Pref_Map: Spherical Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Feet Heading: 0 Pitch: 0 { External 1 : Incident 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: Blend_Function : Link_To 13 | Percent Pitch : 0 Heading : 0 Color: Edge : Link_To 7 | Color Facing : Link_To 3 | Color } External 2 : Incident Percent { DarkData: 1, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : Link_To 13 | Percent Pitch : 0 Heading : 0 Percent: Edge : Link_To 0 | Edge Glow Facing : 0 } Noise 3 : Fractal Color { DarkData: 2, 0, 200 Transform: Trans_0 : 1.0706, 0, 0, 0 Trans_1 : 0, 1.0706, 0, 0 Trans_2 : 0, 0, 1.0706, 0 Common: Roughness : 0.883 Lacunarity : 0.567 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.4 Input_Seed : 2 Color: Low : Link_To 0 | Fur 1 High : Link_To 0 | Fur 2 } External 4 : Incident 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: Blend_Function : Link_To 14 | Percent Pitch : 0 Heading : 0 Bump: Edge : 0 Facing : Link_To 12 | Bump Bump_Scale : Link_To 0 | bump scale } Process 5 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Falloff adjust Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.25 } Noise 6 : Fractal Color { DarkData: 3, -1, 200 Transform: Trans_0 : 1.0706, 0, 0, 0 Trans_1 : 0, 1.0706, 0, 0 Trans_2 : 0, 0, 1.0706, 0 Common: Roughness : 0.883 Lacunarity : 0.567 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.4 Input_Seed : 2 Color: Low : Link_To 0 | Fur 1 High : Link_To 0 | Fur 2 } Process 7 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Edge Glow Invert : FALSE Color: Color_A : Link_To 6 | Color Color_B : Link_To 0 | Glow Color } Process 8 : Composite Percent { DarkData: 4, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Falloff adjust Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.1 } External 9 : Incident Percent { DarkData: 1, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : Link_To 16 | Percent Pitch : 0 Heading : 0 Percent: Edge : Link_To 15 | Percent Facing : 1 } Process 10 : Composite Percent { DarkData: 4, 2, 200 Transform: Trans_0 : 0.312, 0, 0, 0 Trans_1 : 0, 0.312, 0, 0 Trans_2 : 0, 0, 0.312, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Alpha Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Shader 11 : 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 : 128, 128, 128 Light2_Rise : 0.03 Light2_Rotate : 0.15 Surface_Color : Link_To 1 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : Link_To 2 | Percent Specular_Level : Link_To 0 | Specular Level 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 4 | Bump Alpha : Link_To 9 | Percent } Noise 12 : Fractal Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 3.20513, 0, 0, 0 Trans_1 : 0, 3.20513, 0, 0 Trans_2 : 0, 0, 3.20513, 0 Common: Roughness : 1 Lacunarity : 0.567 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.508 Input_Seed : 2 Bump: Low : 0 High : 0.1 Bump_Scale : 1 } Generator 13 : S_Curve Function { DarkData: 3, 0, 200 Common: Input : 0 Frequency : 1.5 Amplitude : 0.5 Phase_Amount : Link_To 5 | Percent Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Generator 14 : S_Curve Function { DarkData: 3, 1, 200 Common: Input : 0 Frequency : 2 Amplitude : 0.5 Phase_Amount : Link_To 8 | Percent Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Noise 15 : Fractal Percent { DarkData: 2, 2, 200 Transform: Trans_0 : 3.20513, 0, 0, 0 Trans_1 : 0, 3.20513, 0, 0 Trans_2 : 0, 0, 3.20513, 0 Common: Roughness : 1 Lacunarity : 0.567 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.908 Input_Seed : 2 Percent: Low : Link_To 10 | Percent High : 1 } Generator 16 : Linear Function { DarkData: 3, 2, 200 Common: Input : 0 Frequency : 4 Amplitude : 0.5 Phase_Amount : Link_To 8 | Percent Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Glow Color Tweak : 204, 183, 160 Tweak : IF_COLOR Tweak : Fur 1 Tweak : 137, 86, 36 Tweak : IF_COLOR Tweak : Fur 2 Tweak : 193, 175, 163 Tweak : IF_PERCENT Tweak : Falloff adjust Tweak : 0.5 Tweak : IF_PERCENT Tweak : Edge Glow Tweak : 0.5 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Level Tweak : 0.05 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.1 Tweak : IF_PERCENT Tweak : Alpha Tweak : 0.75 Tweak : IF_BUMP Tweak : bump scale Tweak : 0.25 }