ARC9
May 12, 2019, 6:52pm
7
hmm so i discovered this is a huge undertaking and there’s a lot of variables that i didn’t even think of, so in the meantime I’ll post some of my favorite materials that i found here and other texture sites that i found throughout the period I was learning blender, most of you might already know those sites and materials but this might be useful for someone
Hey there,
I made something again.
A lot more work actually went into this project than I intended, but I’m really happy with the results.
[crop]
I created a procedural, randomizable scales texture (nodegroup) with different useful inputs and outputs for pbr texturing.
To show it off I made studies on different types of snake scales. Here they are in all their glory:
[python03-comp]
[viper02-comp]
[corn%20snake03-comp]
Visit the Artstation project for a few more shots:
https://www.…
Hey there,
I stumbled across this quite simple method to create pretty realistic looking cloudscapes in Blender - Cycles - without doing any modeling or simulation at all. (View a few shots I took on Artstation: https://www.artstation.com/artwork/wdOOg )
Here’s the mashup anyhow:
[image]
It is also practical for animation purposes. Here is a timelapse animation I created (rendertime of about 6h on 2xNVIDIA GTX1070):
I am basically just giving a cube a volumetric scattering material wit…
Hi there,
I want to present my most recent procedural shader for Blender. A realistic knitting shader that can be driven by usual image textures and makes excessive use of micro-displacement.
Here it is simply slapped onto a basic cloth-sim:
[crop2-hi]
I included 3 basic patterns with the file:
[examples_small]
Let me quickly abuse twitter for video hosting:
https://twitter.com/i/status/1079011567360974848
You can get it here for free:
For more/hires renders visit my Artstation:
htt…
Hey there,
I just released a tool for procedural texture placement in Blender.
This is a material that I created to show off what it can do:
[render]
Different PBR channels:
[image]
Here’s a tutorial on how to do it:
[SCATTr 03 - Procedural PBR [Blender Tutorial]]
All files are here:
All included textures are made by me and licensed under CC0
I am just starting out with tutorials so any feedback is much-appreciated
Have an amazing day
Hi! I just made 100% procedural Obsidian (or something like that ) material in Blender 2.8. Idea behind the project was to test blender procedural texturing possibilities. And blender is capable to do many nice things in that area!
[PS2_01A_SPHERE_SINGLE_01]
[PS2_04_SPIKE_04]
[PS2_02_CRYSTAL_01]
[PS2_03_MASK_01]
Material is not using any UV by default. Rendered in cycles using micropolygon displacement. Final nodegroup have many parameters to tweak. To use material in Eevee you …
I’d like to share some details about my humble npr shading experiments during the recent weekend challenge.
The concept is actually pretty simple, but it can yield quite interesting results.
Note: These shaders can only work with Eevee cus “Shader to RGB” node is not supported by Cycles.
Default diffuse shader for reference:
[default_diffuse]
Basic toon shader with predefined color stops:
[npr2_1]
Procedural colors based on a light source:
[npr3_2]
And finally noise texture …
In this thread I’m going to share a few of my many Cycles procedural texture experiments and settings.
Perhaps you will find some of these interesting and/or useful
If you do, please feel free to use or adapt however you wish.
Unless otherwise noted, these images are drawn on a simple large square plane facing the camera.
A secondary plane, outside of the camera’s view (top left) serves as the illumination source with emit values usually ranging 1.0 to 3.0.
Images here are no…
https://cgbookcase.com/textures/
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