DarkTree PockedBricks Version: 2.00 Modified: 05/28/2003 Author: DarkSim - Mark Naivar // Pock-marked bricks with mortar oozing out between them. 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 { Pattern 1 : Bricks Color { DarkData: 1, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Width : 1 Height : 0.5 Depth : 1 Row_Shift : 0.5 Mortar_Width : Link_To 19 | Percent Blend_Function : 0 Sampling_Options : NONE Mapping_Type : Link_To 0 | Mapping Color: Brick : Link_To 4 | Color Mortar : Link_To 12 | Color } Noise 2 : Plasma Percent { DarkData: 3, -1, 200 Transform: Trans_0 : 4.26667, 0, 0, 0 Trans_1 : 0, 4.26667, 0, 0 Trans_2 : 0, 0, 4.26667, 0 Common: Roughness : 0.1 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Random Seed Percent: Low : 0.02 High : 0.3 } Noise 3 : Fractal Color { DarkData: 3, -2, 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 : 0.714 Input_Seed : Link_To 0 | Random Seed Color: Low : Link_To 16 | Color High : Link_To 0 | Brick Base } Control 4 : Shuffle_Translate Color { DarkData: 2, -2, 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 | Random Seed X_Amount : 2 Y_Amount : 2 Z_Amount : 0 Color: Background : Link_To 3 | Color } Noise 5 : Fractal Percent { DarkData: 5, 0, 200 Transform: Trans_0 : 1, 0, 0, -1.57 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 | Random Seed Percent: Low : 0 High : 1 } Deform 6 : Stretch Bump { DarkData: 4, 0, 200 Transform: Trans_0 : 1, 0, 0, -4 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Mapping_Type : PLANAR_2D Absolute_Flag : TRUE Distortion : Link_To 5 | Percent Scale_Factor : 0.3 Bump: Background : Link_To 18 | Bump } Pattern 7 : Bricks Bump { DarkData: 1, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Width : 1 Height : 0.5 Depth : 1 Row_Shift : 0.5 Mortar_Width : Link_To 19 | Percent Blend_Function : 0 Sampling_Options : NONE Mapping_Type : Link_To 0 | Mapping Bump: Brick : Link_To 8 | Bump Mortar : Link_To 14 | Bump Bevel_Width : Link_To 19 | Percent Bevel_Profile : Link_To 13 | Percent Bump_Scale : 0.1 } Control 8 : Shuffle_Translate Bump { DarkData: 2, 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 | Random Seed X_Amount : 2 Y_Amount : 2 Z_Amount : 0 Bump: Background : Link_To 10 | Bump } Noise 9 : Rough Bump { DarkData: 4, 1, 200 Transform: Trans_0 : 1.77778, 0, 0, 0 Trans_1 : 0, 1.77778, 0, 0 Trans_2 : 0, 0, 1.77778, 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 | Random Seed Bump: Low : -1 High : -0.5 Bump_Scale : 0.5 } Process 10 : Add Bump { DarkData: 3, 0, 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 6 | Bump Bump_B : Link_To 9 | Bump } 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 : 0.585 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.17 Light2_Rotate : 0 Surface_Color : Link_To 1 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 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 7 | Bump Alpha : 1 } Noise 12 : Fractal Color { DarkData: 2, -3, 200 Transform: Trans_0 : 1, 0, 0, -2.56 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 | Random Seed Color: Low : Link_To 0 | Mortar 1 High : Link_To 0 | Mortar 2 } Generator 13 : Gain Function { DarkData: 3, 1, 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 : TRUE Reverse : FALSE Generator: Repeat_Flag : FALSE Gain : 0.15 } Noise 14 : Ether Bump { 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 Turbulence : 0.5 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : Link_To 0 | Random Seed Bump: Low : -0.5 High : 0 Bump_Scale : 0.5 } Generator 15 : Gain Function { DarkData: 6, 1, 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 : 0.15 } Process 16 : HSV_Attractor Color { DarkData: 4, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : Link_To 0 | Brick 1 Target : Link_To 0 | Brick 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : Link_To 17 | Percent Sat_Amount : Link_To 17 | Percent Val_Amount : Link_To 17 | Percent } Control 17 : Randomizer Percent { DarkData: 5, -2, 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 | Random Seed Percent: Percent_Minimum : 0 Percent_Maximum : 1 } Natural 18 : Lumps Bump { DarkData: 5, 1, 200 Transform: Trans_0 : 9.16305, 0, 0, 36.6522 Trans_1 : 0, 9.16305, 0, 0 Trans_2 : 0, 0, 9.16305, 0 Common: Lump_Size : 0.044 Density : 1 Blend_Function : 0 Input_Seed : Link_To 0 | Random Seed Sampling_Options : NONE Bump: Background : 0.78 Lumps : 1 Bump_Scale : -0.15 Bevel_Profile : Link_To 15 | Percent } Process 19 : Add Percent { DarkData: 2, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Percent: Percent_A : Link_To 2 | Percent Percent_B : Link_To 20 | Percent } Process 20 : 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 | Mortar Width Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.4 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Brick 1 Tweak : 200, 0, 0 Tweak : IF_COLOR Tweak : Brick 2 Tweak : 100, 0, 0 Tweak : IF_COLOR Tweak : Brick Base Tweak : 172, 172, 172 Tweak : IF_COLOR Tweak : Mortar 1 Tweak : 192, 192, 192 Tweak : IF_COLOR Tweak : Mortar 2 Tweak : 128, 128, 128 Tweak : IF_PERCENT Tweak : Mortar Width Tweak : 0.15 Tweak : IF_PERCENT Tweak : Specular Level Tweak : 0 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.15 Tweak : IF_MAPPING Tweak : Mapping Tweak : PLANAR_2D Tweak : IF_INT Tweak : Random Seed Tweak : 37 }