Grunge Attack! Texture Pack
Welcome to the Grunge Attack! documentation.
Many nodes have slider inputs for your convinience, but you can input any numbers in them.
Both Rust and Chipped Paint share a set of options to control the "breakup". This is basically another layer of noise on top of the basic texture. This noise breaks into parts the larger texture noise to improve realism. You can also use these settings to get different looks and effects from the nodes.
The pack also includes two other node groups that are used by all the textures. These are:
- 2D Rotate: Takes two axis and rotates a third. For instance, passing X and Y lets you rotate Z.
- Remap Value: Lets you remap a value from one range to the other.
Finally, remember that almost anything can be plugged into anything. Don't be afraid to experiment: plug an image into a color or scale value, or plug a node's mask into another node's vector. You'll find lots of interesting combinations.
Note: All the images use a default Diffuse BSDF, except masks which are shown with an emission shader, and Dust which has a bit of Glossy to show the effect better. Also note that some of these examples are exaggerated to show the effects of a particular setting better.
All of this examples are using either Object or Generated Coordinates, but you can plug anything you want into the Vector socket.
Rust
Rust is an iron oxide, usually red oxide formed by the reaction of iron and oxygen in the presence of water or air moisture. (says Wikipedia)
The Rust nodegroup allows you to control bumpiness independently of the colors and main mask. For that you need to connect the displacement output to a bump map node (and from then into shaders) and/or connect it to the displacement socket in the material output node.
Tip: You can input a texture into Breakup Scale to have make the breakup more varied.
Inputs
Vector: Texture Coordinates
Scale: Scale of the rust (smaller makes it more broken up)
Fill: How much is taken over by rust. Starts from the edges going inwards.
Bumpiness Fill: Same as the fill option but only for the displacement mask.
Bumpiness Spread: How concentrated the bumpiness is on the edges.
Breakup Size: How big is the breaking up of the rust effect
Breakup Influence: How much area does the breakup cover
Base Color: Color of the parts not affected by rust
Color 1: Color on borders
Color 2: Color on center
Color 3: Color variation (based on noise)
Outputs
Colors: Rust colors (masked to the base color)
Displacement: Displacement map
Greyscale Mask: Mask of all the rust (no masks applied to this)
B/W Mask: Mask of the rust. This is the mask applied to color.
Scratches
Simulates scratches as produced by sharp objects, or friction.
This node works specially well when added multiple times, since scratches tend to be caotic and come in multiple directions with different sizes and strengths. Use MixRGB or Math nodes set to "Add" to mix the masks.
This texture only gives you a mask, since it's intended mostly for displacement. You can use the mask with a MixRGB node to get different colors on the scratches.
Inputs
Vector: Texture Coordinates
Offset: Rotation in the Z axis
Angle: Rotation in the Y axis
Fill: Expand the scratches to fill more space (extra-thickness). It can be used to create a negative of the scratches
Thickness: Thickness of the scratches
Contrast: Sharpness of the scratches. High contrast values with low thickness can be used to create minimal scratches.
Scale: Size of the scratches
Detail: Detail level on the scratches. Can be used for more "cartoon" scratches
Distortion: Distort the scratches. Randomizes their direction a bit.
Chipped Paint
Simulates chips of painted material being lost by age or collisions.
Inputs
Vector: Texture Coordinates
Scale: Scale of the sections where paint is chipped
Detail: Adds detail to the general shape of the mask
Distortion: Distorts the mask
Fill: How much of the object to fill with the effect
Breakup Scale: Size of the breakup of the effect
Breakup Distortion: Distorts the breakup
Breakup influence: How strong is the breakup
Outputs
Mask: The chipped paint mask
Displacement: Displacement map (for bump and displacement)
Drips
Simulates a dripping liquid or humidity stains.
Note that this node might have produce some weird white halos when used with highly saturated combinations like hot fucsia and lime green.
You can add more realism by plugging a texture in the color socket, for instance a noise texture.
Inputs
Vector: Texture Coordinates
Background: Color not affected by the drips
Drips: Color for the drips effect
Length: Length of the drips
Distortion: How distorted the drips are (how far away from being perfectly vertical)
Scale: Scale of the drips
Splatter Scale: Size of the splatter dots
Splatter Amount: How many splatter dots to show (from the top)
Splatter Opacity: Opacity of the splatter dots
Thickness: Thickness of the drips
Thickness Along Path: Decrease thickness as drips go further down.
Soaked Top: How large is the portion that is fully soaked from which drips come down from
Z Offset: Move the Z coordinates down. You can also input negative values to move them up.
Outputs
Color: Drips with color applied
Mask: Combined mask
Splatter mask: Mask for the splatter dots only
Dust
Simulates dust covering areas of the object. It can also simulate parts of the dust removed (as if passing a finger through it).
Inputs
Vector: Texture Coordinates
Dust Color: Color for dust
Color Variation: Color variation for dust
Fill: How much the dust effect fills the object
Scale: Scale of the dust clumps
Distortion: Distort the dust clumpsFine Detail Scale: Scale for finer specks of dust. Usually 10x the scale looks good.
Sharpness: Makes the effect stronger by giving it hard edgesOpacity: Opacity of the dust effect
Color variation scale: Scale of the spots of color variation
Color Variation distortion: Distort the color variation spots
Color variation fill: How much of the color is covered by the variation
Color variation sharpness: Sharpness applied only to color variation. Useful to simulate fingers and parts where the dust had been cleaned.
Outputs:
Dust Mask: Mask for the dust effect (including variations) (B/W)
Variation Mask: Mask for the variation color only (B/w)
Color: Dust colors