DarkTree Dust Version: 2.50 Modified: 06/07/2004 Author: Oliver Zeller // A highly experimental dust overlay shader. It is designed for // compositing or blending with an existing shader or texture map // in your 3D renderer and has been tested succesfully via // SimbiontMax. Pref_Map: Frame Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Meters Heading: 0 Pitch: 0 { Natural 1 : Scratches Color { DarkData: 3, 0, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Input_Seed : 2 Density : Link_To 11 | Percent Taper : 0.25 Curviness : Link_To 3 | Percent Scratch_Length : 0.4 Align : 0 Scratch_Width : 0.03 Blend_Function : 0 Scratches : 255, 255, 255 Background : 0, 0, 0 } Process 2 : Invert Percent { DarkData: 3, -2, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Invert : FALSE Mask : Link_To 5 | Percent Background : 1 } Deform 3 : Warp Percent { DarkData: 6, -2, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Density : 0.5 Turbulence : 0.5 Distortion : Link_To 14 | Percent Scale_Factor : 1 Input_Seed : 1 Background : 1 } Process 4 : Add Color { DarkData: 2, 0, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Color_A : Link_To 15 | Color Color_B : Link_To 1 | Color } Process 5 : Add Percent { DarkData: 4, -2, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Percent_A : Link_To 16 | Percent Percent_B : Link_To 12 | Percent } Process 6 : Add Bump { DarkData: 2, 1, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Bump_A : Link_To 17 | Bump Bump_B : Link_To 13 | Bump } Transform 7 : Scale Percent { DarkData: 1, -1, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 X_Amount : Link_To 0 | Dust Scale Y_Amount : Link_To 0 | Dust Scale Z_Amount : Link_To 0 | Dust Scale X_Center : 0 Y_Center : 0 Z_Center : 0 Percent_Moved : 1 Normalize : FALSE Background : Link_To 2 | Percent } Transform 8 : Scale Color { DarkData: 1, 0, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 X_Amount : Link_To 0 | Dust Scale Y_Amount : Link_To 0 | Dust Scale Z_Amount : Link_To 0 | Dust Scale X_Center : 0 Y_Center : 0 Z_Center : 0 Percent_Moved : 1 Normalize : FALSE Background : Link_To 4 | Color } Transform 9 : Scale Bump { DarkData: 1, 1, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 X_Amount : Link_To 0 | Dust Scale Y_Amount : Link_To 0 | Dust Scale Z_Amount : Link_To 0 | Dust Scale X_Center : 0 Y_Center : 0 Z_Center : 0 Percent_Moved : 1 Normalize : FALSE Background : Link_To 6 | Bump } Shader 10 : DarkTree_Shader Color { DarkData: 0, 0, 250 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 8 | Color Diffuse_Level : 0.9 Diffuse_Function : 0.5 Luminosity : 0.25 Specular_Level : 0.2 Specular_Function : 0.5 Glossiness : 0.4 Metal_Highlight : 0 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : 0 Environment : 255, 255, 255 Transparency : Link_To 7 | Percent Refraction : 1 Clear_Coat_Level : 0 Clear_Coat_Glossiness : 0.4 Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 0 Surface_Bump : Link_To 9 | Bump Alpha : 1 } Generator 11 : Linear Percent { DarkData: 6, -1, 250 Common: Version_Number : 100 Input : 0 Frequency : 1 Amplitude : 0 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 1 Upper_Clamp : Link_To 0 | Dust Density Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Repeat_Flag : FALSE } Natural 12 : Scratches Percent { DarkData: 5, -2, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Input_Seed : 2 Density : Link_To 11 | Percent Taper : 0.25 Curviness : Link_To 3 | Percent Scratch_Length : 0.4 Align : 0 Scratch_Width : 0.03 Blend_Function : 0 Scratches : Link_To 0 | Dust Transparency Background : 0 } Natural 13 : Scratches Bump { DarkData: 3, 2, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Input_Seed : 2 Density : Link_To 11 | Percent Taper : 0.25 Curviness : Link_To 3 | Percent Scratch_Length : 0.4 Align : 0 Scratch_Width : 0.03 Blend_Function : 0 Scratches : 0 Background : 0 Bevel_Profile : 0 Bump_Scale : -0.5 } Generator 14 : Noise Percent { DarkData: 7, -2, 250 Common: Version_Number : 100 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 Blend_Weight : 0.5 Seed : 1 Vary_Regions : TRUE Repeat_Flag : FALSE } Natural 15 : Scratches Color { DarkData: 3, -1, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Input_Seed : 5 Density : Link_To 11 | Percent Taper : 0.25 Curviness : Link_To 3 | Percent Scratch_Length : 0.4 Align : 0 Scratch_Width : 0.03 Blend_Function : 0 Scratches : 255, 255, 255 Background : 0, 0, 0 } Natural 16 : Scratches Percent { DarkData: 5, -3, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Input_Seed : 5 Density : Link_To 11 | Percent Taper : 0.25 Curviness : Link_To 3 | Percent Scratch_Length : 0.4 Align : 0 Scratch_Width : 0.03 Blend_Function : 0 Scratches : Link_To 0 | Dust Transparency Background : 0 } Natural 17 : Scratches Bump { DarkData: 3, 1, 250 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Version_Number : 100 Input_Seed : 5 Density : Link_To 11 | Percent Taper : 0.25 Curviness : Link_To 3 | Percent Scratch_Length : 0.4 Align : 0 Scratch_Width : 0.03 Blend_Function : 0 Scratches : 0 Background : 0 Bevel_Profile : 0 Bump_Scale : 0.2 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_PERCENT Tweak : Dust Density Tweak : 1 Tweak : IF_PERCENT Tweak : Dust Transparency Tweak : 0.4 Tweak : IF_BUMP Tweak : Dust Scale Tweak : 0.05 }