24 Procedural Christmas Materials

by Daniel De Klawn in Surfacing


Create your best Christmas projects with these gorgeous materials!

Includes 24 ready-to-use shaders and 10 customizable node groups.


Supports new Blender 3.0 Asset Browser.
Blend file has the "M.K. - " prefix and each material has the "Crst. - " prefix. PNG Thumbnails included.


Node groups:
 1. Cracks
 2. Craft Paper Texture
 3. Crumpled Paper
 4. Fir Branches
 5. Lines Pattern
 6. Polka Dot Pattern
 7. Star Pattern
 8. Tartan Pattern
 9. Vector N-gon
 10. Vectornator


Materials:
 1. Crst. - Branches 1
 2. Crst. - Branches 2
 3. Crst. - Candy
 4. Crst. - Craft Color
 5. Crst. - Craft Glitter
 6. Crst. - Craft Lines
 7. Crst. - Craft Paper
 8. Crst. - Craft Polka Dot
 9. Crst. - Gingerbread
 10. Crst. - Glitter
 11. Crst. - Snow
 12. Crst. - Tangerine Entrails
 13. Crst. - Tangerine Skin
 14. Crst. - Wrap BlackGold
 15. Crst. - Wrap Checker
 16. Crst. - Wraр Gold
 17. Crst. - Wrap Italian
 18. Crst. - Wrap Red
 19. Crst. - Wrap Snowflakes
 20. Crst. - Wrap Stars 1
 21. Crst. - Wrap Stars 2
 22. Crst. - Wrap Tartan
 23. Crst. - Wrap Tree 1
 24. Crst. - Wrap Tree 2


If you are new to shaders then watch this start lesson on YouTube - https://www.youtube.com/watch?v=84ihoMLGkxQ&t

Why procedural shader textures instead of regular PBR maps?

  • Infinite resolution. Textures that you normally use are always limited by their resolution and in close they are just mess of pixels. Procedural textures, on other hand, have infinite resolution and a huge number of elements that can be changed to suit your needs!
  • With W data you can make a different texture with the same settings to a group of objects.  For example imagine that you need to make a wooden fence.  If you use a regular texture, then all your boards will be the same, you can of course change the scale and change the coordinates a little, but you still be limited to one image.  Using procedural textures, you can customize the materials as you like using object data and W input. Apply it to all objects so they will be absolutely unique, but consisting of the same material.
  • Mix with other procedural materials and textures using mask outputs. Combine colour, height and other maps with mixRGB node and mask outputs.
  • And if you worry about render time then remember that you always can bake your customized textures. This is a very simple process. If you do not know how to bake then watch this video by Olav3D.


Images rendered in cycles.


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$10

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Details
Sales 10
Dev Fund Contributor
Published about 3 years ago
Software Version 3.0
License Royalty Free