Example files
=============

checkerboard_color.dstc, checkerboard_bump.dstb, checkerboard_percent.dstp
--------------------------------------------------------------------------
These are the three dark trees mentioned in the manual to show the difference between color, bump, and percent dark trees.


Alpha_mosaic.dsts
-----------------
A simple shaded dark tree to demonstrate the use of patterns for alpha maps. Create a cube and a sphere; don't move them from the world origin. Now create a material with the channel shader and load the example dark tree 'Simple_ether.dstc' into it. Apply this to the sphere. Then create a volume shader, load Alpha_mosaic.dsts into that and apply this to the cube. In the Tweaks page of the volume shader, turn off '2D pattern'. Render, and you can see the sphere through the cube, which has an alpha map applied via the volume shader.


Simple_ether.dstc
-----------------
A very simple channel shader (see above).


Surface_test.dstc
-----------------
A channel shader containing a surface component. Create a landscape object, then create a material with the channel shader in the Color channel. Load Surface_test.dstc into the channel shader, and apply it to the landscape object. Play with the camera distance parameters in the shader to see how this works.


absBrierPatch.dsts
------------------
This is one of the dark trees from the archive from the Darksim web site. Create a sphere. Now create a material with the channel shader in the Color channel, and load Simple_ether.dstc into the shader. Create a volume shader and load absBrierPatch.dsts into it. Apply the standard material then the volume shader to the sphere (do it in that order). With both materials applied, you can see the channel shader underneath the volume shader due to the alpha map in the volume shader.


Pitted_metal.dsts
-----------------
A nice shiny, pitted metal shader. For best results, give the object something to reflect, such as an HDRI in a Sky object. It'll look very dull otherwise.
