Procedural Sci Fi Metal Shader For Eevee & Cycles
How does it work?
The shader splits up each panel type into a different sublayer, allowing for control of individual details such as wire subdivision, wire grid size, and panel layer color, vent size & distribution etc. all from the main node group settings.
The image below shows the main node group color output nested within the main shader. Within the default output:
The image below shows the main node group color output nested within the main shader. Within the default output:
- Red shows the primary panels, which define the size multiplier for the secondary panels.
- Pink shows the second layer of detail, smaller by default, but can be made larger with a decimal multiplier (eg. .02 instead of 20) to get the larger panels shown here
- Green is the third layer of panels, which follows the size of the secondary paels with a slight modulation, based on the randomness value in the main shader
- Yellow shows the cables (which can also be used as a structure grid, if the cable division is set to a low number like 0.2).
- Blue marks the vent area (embedded ambient occlusion for additional depth even in Eevee)
Sales | 60+ |
Dev Fund Contributor | |
Published | about 3 years ago |
Blender Version | 2.83, 2.9, 2.91, 2.92, 2.93, 3.0, 3.1, 3.2 |
Render Engine Used | Cycles, Eevee |
License | Creative Commons |
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Tags:
metal, ship, brushed metal, Material, weathered, futuristic, Emission, realtime, Shader, Spaceship, customizable, blender eevee, procedural, Rust, infinite, city, Cycles, Panel, science fiction, texture, light, blender procedural, metal-sci-fi, sci fi, emissive