DarkTree Metallic Paint Shader Version: 2.00 Modified: 05/03/2001 Author: Darkling Simulations // The Matallic Paint shader gives you a two hue metallic paint // with a clear coat. 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 { Natural 1 : Clouds Color { DarkData: 2, 1, 200 Transform: Trans_0 : 2.43902, 0, 0, 0 Trans_1 : 0, 2.43902, 0, 0 Trans_2 : 0, 0, 2.43902, 0 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : TRUE Density : 6 Puff_Size : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 3 Color: Background : 0, 40, 120 Puff : 255, 255, 255 } Process 2 : HSV_Attractor Color { DarkData: 1, -1, 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 | Paint Color Target : Link_To 0 | Paint Color 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : Link_To 3 | Percent Sat_Amount : Link_To 3 | Percent Val_Amount : Link_To 3 | Percent } External 3 : Incident 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: Blend_Function : 0.5 Pitch : 0 Heading : 0 Percent: Edge : 1 Facing : 0 } 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 : 0.7 Light1_Rotate : 0.85 Light2_Color : 194, 194, 194 Light2_Rise : 0.069 Light2_Rotate : 0.133 Surface_Color : Link_To 2 | Color Diffuse_Level : 0.3 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : Link_To 0 | Metallic Specular Specular_Function : 0.5 Glossiness : 0.03 Metal_Highlight : 1 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : Link_To 5 | Percent Environment : Link_To 6 | Color Transparency : 0 Refraction : 1.5 Clear_Coat_Level : Link_To 0 | CC Specular Clear_Coat_Glossiness : Link_To 0 | CC Gloss Clear_Coat_Thickness : 0.13 Clear_Coat_Smoothing : 0 Surface_Bump : 0 Alpha : 1 } External 5 : Incident Percent { 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 : 0.5 Pitch : 0 Heading : 0 Percent: Edge : Link_To 0 | Reflectivity Facing : Link_To 9 | Percent } Gradient 6 : Linear_Gradient Color { 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 8 | Percent Repeat_Flag : FALSE Color: Top : Link_To 1 | Color Bottom : Link_To 7 | Color } Noise 7 : Rough Color { DarkData: 2, 2, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : TRUE Roughness : 0.441 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0 Input_Seed : 1 Color: Low : 126, 126, 126 High : 0, 0, 0 } Generator 8 : S_Curve Function { DarkData: 3, 1, 200 Common: Input : 0 Frequency : 2 Amplitude : 0.5 Phase_Amount : 0.5 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Process 9 : Composite Percent { DarkData: 2, 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 | Reflectivity Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.1 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Paint Color Tweak : 63, 146, 237 Tweak : IF_COLOR Tweak : Paint Color 2 Tweak : 129, 49, 237 Tweak : IF_PERCENT Tweak : Reflectivity Tweak : 0.35 Tweak : IF_PERCENT Tweak : Metallic Specular Tweak : 0.55 Tweak : IF_PERCENT Tweak : CC Specular Tweak : 0.5 Tweak : IF_PERCENT Tweak : CC Gloss Tweak : 0.9 }