*A:M User* Roger Posted December 9, 2019 *A:M User* Share Posted December 9, 2019 (edited) I know DarkTree textures were rolled into AM at some point and the plugin is available...but how do you go about making new textures to use with the plugin? Are they still selling the software? Or did it go the abandonware route? It looks like their website hasn't been updated since 2010. Edited December 9, 2019 by robcat2075 topic clarified Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted December 9, 2019 Hash Fellow Share Posted December 9, 2019 Try this, Roger... clip4913StartDarkTreeMaterial.mov Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted December 10, 2019 Hash Fellow Share Posted December 10, 2019 I see now that Roger was really asking about authoring new materials that use the Symbiont plugin. For that you would have to have the separate DarkTree program which is not sold anymore. Alas! However I'll note that the .dsts files are all text files. Perhaps some clever person can deduce useful information from them DarkTree Knotty Pine Flooring Version: 2.00 Modified: 05/15/2003 Author: Ron Wolfe // So far, I've found that Agate makes the best wood grain. Play // with the contrast, and especially scale it by compressing the x // axis and stretching the y axis to get the grain pattern that you // want. There are numerous ways to keep adjusting this shader to // get many different types of wood. This one looks a little like // knotty pine. By Ron Wolfe. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Feet Heading: 0 Pitch: 0 { Natural 1 : Agate Color { DarkData: 4, -1, 200 Transform: Trans_0 : 1.66667, 0, 0, -0.916667 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.6 Strata_Function : 0 Blend_Function : 0 Brightness : 0.3 Contrast : 0.3 Input_Seed : 13 Color: Low : Link_To 5 | Color High : Link_To 6 | Color } Natural 2 : Lumps Color { DarkData: 4, -3, 200 Transform: Trans_0 : 5.34188, 0, 0, -1.14583 Trans_1 : 0, 1.78063, 0, 0 Trans_2 : 0, 0, 4.2735, 0 Common: Lump_Size : 0.07 Density : 0.18 Blend_Function : Link_To 11 | Percent Input_Seed : 1 Sampling_Options : NONE Color: Background : Link_To 6 | Color Lumps : Link_To 5 | Color } Natural 3 : Lumps Percent { DarkData: 4, -2, 200 Transform: Trans_0 : 5.34188, 0, 0, -1.14583 Trans_1 : 0, 1.78063, 0, 0 Trans_2 : 0, 0, 4.2735, 0 Common: Lump_Size : 0.07 Density : 0.18 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Percent: Background : 0 Lumps : 1 } Process 4 : Composite 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: Blend_Function : 0.5 Mask : Link_To 3 | Percent Invert : FALSE Color: Color_A : Link_To 1 | Color Color_B : Link_To 2 | Color } Control 5 : Switch Color { DarkData: 5, -2, 200 Transform: Trans_0 : 0.599999, 0, 0, 0.549999 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 12 | Color Background_2 : Link_To 13 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Control 6 : Switch Color { DarkData: 5, -1, 200 Transform: Trans_0 : 0.599999, 0, 0, 0.549999 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 19 | Color Background_2 : Link_To 20 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Pattern 7 : Rock_Wall Color { DarkData: 1, -1, 200 Transform: Trans_0 : -2.53841e-007, 5.8072, 0, 0 Trans_1 : -5.8072, -2.53841e-007, 0, 0 Trans_2 : 0, 0, 5.8072, 0 Common: Input_Seed : Link_To 0 | Seed Height : 1 Width : 16 Depth : 1 Row_Shift : 0.3 Mortar_Width : 0 Blend_Function : 0 Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 1 Smallest_Size : 1 Size_Variation : 0 Rounded_Corners : Link_To 0 | Rounded Corners Align : 1 Directional_Bias : 0.5 Color: Stones : Link_To 8 | Color Mortar : 127, 95, 63 } Control 8 : Shuffle_Translate Color { DarkData: 2, -1, 200 Transform: Trans_0 : -7.5271e-009, -0.1722, 0, 0 Trans_1 : 0.1722, -7.5271e-009, 0, 0 Trans_2 : 0, 0, 0.1722, 0 Common: Input_Seed : Link_To 0 | Seed X_Amount : 1 Y_Amount : 1 Z_Amount : 1 Color: Background : Link_To 4 | Color } Pattern 9 : Rock_Wall Bump { DarkData: 1, 0, 200 Transform: Trans_0 : -2.53841e-007, 5.8072, 0, 0 Trans_1 : -5.8072, -2.53841e-007, 0, 0 Trans_2 : 0, 0, 5.8072, 0 Common: Input_Seed : 1 Height : 1 Width : 16 Depth : 1 Row_Shift : 0.3 Mortar_Width : Link_To 0 | Bevel Width Blend_Function : Link_To 26 | Percent Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 1 Smallest_Size : 1 Size_Variation : 0 Rounded_Corners : Link_To 0 | Rounded Corners Align : 1 Directional_Bias : 0.5 Bump: Stones : 0 Mortar : 0 Bump_Scale : 1 Bevel_Width : Link_To 0 | Bevel Width Bevel_Profile : Link_To 26 | Percent } Shader 10 : 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 : 0.625 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 7 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : Link_To 0 | Luminosity Specular_Level : Link_To 0 | Specular 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 9 | Bump Alpha : 1 } Generator 11 : Sine_Wave Function { DarkData: 5, -3, 200 Common: Input : 0 Frequency : 1.25 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 5 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE } Process 12 : HSV_Attractor Color { DarkData: 6, -3, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Grain 1 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 14 | Percent Val_Amount : Link_To 15 | Percent } Process 13 : HSV_Attractor Color { DarkData: 6, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Grain 1 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 16 | Percent Val_Amount : Link_To 17 | Percent } Control 14 : Randomizer Percent { DarkData: 7, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 15 : Randomizer Percent { DarkData: 8, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 16 : Randomizer Percent { DarkData: 7, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 17 : Randomizer Percent { DarkData: 8, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Process 18 : Composite Percent { DarkData: 9, -3, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Variation 1 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 19 : HSV_Attractor Color { DarkData: 6, -1, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Grain 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 21 | Percent Val_Amount : Link_To 22 | Percent } Process 20 : HSV_Attractor Color { DarkData: 6, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Grain 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 23 | Percent Val_Amount : Link_To 24 | Percent } Control 21 : Randomizer Percent { DarkData: 7, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 22 : Randomizer Percent { DarkData: 8, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 23 : Randomizer Percent { DarkData: 7, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 24 : Randomizer Percent { DarkData: 8, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Process 25 : Composite Percent { DarkData: 9, -1, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Variation 2 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Generator 26 : Linear Function { DarkData: 2, 0, 200 Common: Input : 0 Frequency : 2 Amplitude : 0.1 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 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Grain 1 Tweak : 179, 133, 91 Tweak : IF_COLOR Tweak : Grain 2 Tweak : 240, 228, 202 Tweak : IF_PERCENT Tweak : Variation 1 Tweak : 0.1 Tweak : IF_PERCENT Tweak : Variation 2 Tweak : 0.1 Tweak : IF_PERCENT Tweak : Rounded Corners Tweak : 0.02 Tweak : IF_PERCENT Tweak : Bevel Width Tweak : 0 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.3 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.15 Tweak : IF_PERCENT Tweak : Luminosity Tweak : 0.1 Tweak : IF_INT Tweak : Seed Tweak : 2 } Quote Link to comment Share on other sites More sharing options...
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