Custom Procedural Ben-Day Materials Node Group Library
Node Group List
Color
Comic-Accurate Color — An unshaded version of the Comic-Accurate BSDF node. Note: This node takes the user-input X and Y resolutions to properly scale the Ben-Day texture proportions. These two fields act as a ratio, so ResolutionX: 1920, ResolutionY: 1080 would yield the same results as ResolutionX: 16, ResolutionY: 9. This node can be made dynamic by copying drivers from your output X and Y resolutions into the ResolutionX and ResolutionY fields. |
Converter
Ceiling — Rounds the given value up to the nearest increment. | |
Floor — Rounds the given value down to the nearest increment. | |
If Range — Checks if the given value is greater than the given minimum and lesser than the given maximum. | |
Size/Smooth — Emulates the size and smooth values from the Cycles Toon BSDF shader node. | |
Smooth Snapping — Takes a given value (ideally from a Shader to RGB node) and adds snapping to the nearest increment with smoothing. |
Shader
Adventure BSDF Note: This node takes the user-input X and Y resolutions to properly scale the hatching texture proportions. These two fields act as a ratio, so ResolutionX: 1920, ResolutionY: 1080 would yield the same results as ResolutionX: 16, ResolutionY: 9. This node can be made dynamic by copying drivers from your output X and Y resolutions into the ResolutionX and ResolutionY fields. |
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Comic Accurate BSDF Note: This node takes the user-input X and Y resolutions to properly scale the Ben-Day texture proportions. These two fields act as a ratio, so ResolutionX: 1920, ResolutionY: 1080 would yield the same results as ResolutionX: 16, ResolutionY: 9. This node can be made dynamic by copying drivers from your output X and Y resolutions into the ResolutionX and ResolutionY fields. |
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Comicbook BSDF Note: This node takes the user-input X and Y resolutions to properly scale the hatching texture proportions. These two fields act as a ratio, so ResolutionX: 1920, ResolutionY: 1080 would yield the same results as ResolutionX: 16, ResolutionY: 9. This node can be made dynamic by copying drivers from your output X and Y resolutions into the ResolutionX and ResolutionY fields. |
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Engraving BSDF Note: This node takes the user-input X and Y resolutions to properly scale the waves texture proportions. These two fields act as a ratio, so ResolutionX: 1920, ResolutionY: 1080 would yield the same results as ResolutionX: 16, ResolutionY: 9. This node can be made dynamic by copying drivers from your output X and Y resolutions into the ResolutionX and ResolutionY fields. |
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Multiverse BSDF Note: This node takes the user-input X and Y resolutions to properly scale the Ben-Day texture proportions. These two fields act as a ratio, so ResolutionX: 1920, ResolutionY: 1080 would yield the same results as ResolutionX: 16, ResolutionY: 9. This node can be made dynamic by copying drivers from your output X and Y resolutions into the ResolutionX and ResolutionY fields. |
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Rider BSDF Note: This node takes the user-input X and Y resolutions to properly scale the hatching texture proportions. These two fields act as a ratio, so ResolutionX: 1920, ResolutionY: 1080 would yield the same results as ResolutionX: 16, ResolutionY: 9. This node can be made dynamic by copying drivers from your output X and Y resolutions into the ResolutionX and ResolutionY fields. |
Texture
Ben-Day Texture — Combines the Halftone and Hatching Textures to create one texture that automatically switches between the two based on the given threshold value. The number of shading tones can be adjusted from two to three. | |
Halftone Texture — A polka dot texture adjustable via the threshold value. The number of shading tones can be adjusted from one to two. | |
Hatching Texture — A parallel line texture adjustable via the threshold value. | |
Waves Texture — A wavy hatching texture. |
Vector
Window Mapping — Uses the window as the texture coordinate with the ability to input the output's X and Y resolutions to calculate the correct aspect ratio. Note: This node is used to blend vector coordinates together as mixing them normally (such as with a MixRGB node) results in texture distortion rather than the desired texture blending. |
Using the Assets
To use node groups from this library in your scene, you can append individual NodeTrees OR link to the asset library in your Asset Browser.
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