Cgc Shader Pack Vol 1

by CG Cookie in Materials, Shaders, Textures


Common Options:

Displacement: Any shader with a “Displacement” option assumes the geometry will be subdivided significantly, at least when rendered. Using this option does increase render times for the sake of detail. Higher subdivision values will result in higher quality displacement results.

Speed Boost: Bump maps lengthen render times because they interact with bounce lighting. Enabling this option to 1.0 removes the bump map from light bounce calculation by making them only visible to the camera. This can dramatically speed up render time at the cost of physical accuracy while the visual difference is rarely noticeable.

Use Vertex Colors: Some shaders include this option which incorporates the “cavity” type color information into the material. Generally the shader expects the default bake result from the “Dirty Vertex Colors” operator in vertex paint mode.

Car Paint

Global Hue: Adjusts the hue of the overall shader given the default blue color values

Color Primary: Defines the underlying color of the surface that faces most directly toward the viewer; the “front” color.

Color Secondary: Defines the underlaying color of the surface as it wraps around the object; the “side” color.

Color Blend: Adjusts the blending factor between the Primary and Secondary colors. A value of “0.0” means 100% primary color, “1.0” means 100% secondary color, “0.5” is 50% of both.

Flake Color: Defines the color of the shiny specks that glow beneath the surface of the clear coat.

Flake Size: Adjusts the size of the shiny specks.

Clearcoat Color: Defines the color of the reflective layer coating the shader.

Clearcoat Rough: Adjusts the ‘blurriness” of the clear coat reflective layer. Lower values result in clear reflections while higher values like “10” significantly blur the reflections.

Clearcoat Strength: Adjusts the intensity of the clear coat reflections. The higher this value the closer it approaches mirror-like.

Brushed Metal

Metallic Color: Defines the overall color of metal.

Specular Roughness: Adjusts how clear or blurry the reflections are. Negative values makes them clearer while positive values get blurrier. Minute value changes are recommended.

Anisotropy: Emulates the phenomena in brushed metal (and other materials like hair and thread) where reflections “stretch” across the surface.

Scratch Bump Strength: This shader has a procedural black and white texture affecting the bump/normal socket of the internal BSDF nodes. It’s meant to represent tiny scratches common in the surface of brushed metals. This setting adjusts the intensity (depth) of the scratches.

Scratch Bump Size: Adjusts the overall scale of the scratchy bump effect. Smaller values enlarges the texture, larger values shrink. Kind of backwards, I know.

Abrasion Size: This shader also has a procedural texture that internally affects the specular roughness and color subtly. This is representative of the micro-scratches in the surface that contributes to brushed metal’s characteristic appearance. This option controls the overall scale of the abrasion effect, just like the Scratch Bump Size setting.

Orientation: Requires a texture coordinate (generated) node with the option of using a vector Mapping node to globally adjust the textures’ orientation.

Speed Boost: Possible +/- 5% render time savings when enabled (value of 1.0)

Brick Wall

Brick Color 1: Colors the bricks and interpolates with Brick Color 2.

Brick Color 2: Colors the bricks and interpolates with Brick Color 1.

Mortar Color: Colors the space in-between the bricks.

Scale: Global size of the brick and mortar pattern. Larger values increase the pattern’s frequency, smaller values decrease the frequency.

Mortar Size: Scale of the mortar in relation to the bricks.

Brick Width: Horizontal size of each brick.

Row Height: Vertical size of each brick.

Specular Strength: Adjusts the intensity of specular reflection.

Specular Roughness: Adjusts the ‘blurriness’ of the specular reflection, higher values means blurrier.

Fresnel Blend: Adjusts the blending factor between ‘front reflection’ and “side reflection”. A value of “1.0” means the higher reflectivity of the side reflection covers the whole object. A value of “0.0” means the lesser reflectivity of the front reflection covers the whole object. “0.5” is the default 50-50 mix of both.

Damage: Generic wearing, tearing, and chipping.

Bump Strength: Intensity of the bump effect.

Displacement Strength: Intensity of geometry displacement.

Orientation: Requires a texture coordinate (generated) node with the option of using a vector Mapping node to globally adjust the textures’ orientation.

Speed Boost: Possible +/- 8% render time savings when enabled (value of 1.0)

Snow

Snow Color: For snow this should be left at the default 0.8 white value, but can be colored like a snow cone.

Translucency: Intensity of light penetration.

Translucency Radius: 3 values (RGB) to define the color of scattered light. The default (0.8, 0.95, 1.0) gives the translucence a slight bluish tint.

Spec Strength: Intensity of specular reflection.

Spec Roughness: Clarity of specular reflection: Higher values mean blurry, lower values mean clear.

Detail Scale: Global scale of snowy noise elements.

Displacement Strength: Intensity of geometry displacement.

Displacement Scale: Scale of geometry displacement elements

Disp Drift Contribution: This option adds a snow drift effect to the displacement texture, similar to waves in an ocean. Higher values mean more drift contribution and less standard noise.

Disp Drift Scale: Adjusts the size of the drift element by itself.

Disp Speck Contribution: This option adds the fine “sparkly” detail to the displacement map to give the impression of individual flakes. Note the scale of these specks is controlled by “Bump Scale”.

Bump Strength: Intensity of the bump effect.

Bump Scale: Size of bump map effect.

Use Disp As Bump: At 0.0 this option is a combination of high-frequency granular bump elements which looks nice on top of the varied displacement map. At 1.0 the displacement map output is adopted by the normal output, which is useful for distant snow that doesn’t need the detail of displaced geometry.

Speed Boost: Possible +/- 12% render time savings when enabled (value of 1.0)

Wood Floor

Wood H: Hue of the wood color.

Wood S: Saturation of the wood color.

Wood V: Value of the wood color.

Grain V: Value of the grain color. Higher values lighten the grain, lower values darken.

Spec Strength: Intensity of specular reflection; “polyurethane shininess”.

Spec Roughness: Clarity of the specular reflection, higher values means blurrier.

Fresnel Blend: Adjusts the blending factor between ‘front reflection’ and “side reflection”. A value of “1.0” means the higher reflectivity of the side reflection covers the whole object. A value of “0.0” means the lesser reflectivity of the front reflection covers the whole object. “0.5” is the default 50-50 mix of both.

Spec Age: Imitates the aging surface of polyurethane’s shine; grain loses shininess and global noise pattern breaks up the sheen.

Sheen: Wood can have a colored shimmer to it, underneath the polyurethane finish. This option simulates the effect.

Board Scale: Global size of the wooden boards. Also increases grain scale and wear bump scale relatively.

Board Length: Adjusts the length of each wooden board.

Board Width: Adjusts the width of each wooden board.

Grain Scale: Global scale of the wood grain.

Grain Bump: Adjusts how much bump effect the wood grain contributes.

Wear Bump: Intensity of a scratchy layer that contributes to the overall bump effect, simulating wear and tear.

Wear Bump Scale: Global size of the scratches

Wear Bump Frequency: Concentration of scratches. Higher values means more scratches more frequently, lower values means fewer ‘patches’ of scratches less frequently.

Orientation: Plug in or leave the included texture coordinate (generated) node with the option of adding a vector Mapping node to globally adjust the textures’ orientation. For flat floor, leave only the texture coordinate (generated) node.

Speed Boost: With this shader speed increases can be +/- 20%.

Hammered Gold

Metal Color: Pick your metal’s color.

Spec Strength: Intensity of specular reflectivity.

Spec Roughness: Clarity of the specular reflection; higher values means blurrier.

Spec Breakup: How much to the procedural hammered texture contributes to the specular reflection. Higher values simulate subtle wear and tear.

Fresnel Blend: Adjusts the blending factor between ‘front reflection’ and “side reflection”. A value of “1.0” means the higher reflectivity of the side reflection covers the whole object. A value of “0.0” means the lesser reflectivity of the front reflection covers the whole object. “0.5” is the default 50-50 mix of both.

Bump Strength: Intensity of the hammered bump effect.

Use Dirty Vertex Colors: This shader takes advantage of the Dirty Vertex tool for baking a cavity-type map to your object’s vertex colors. The idea being crevices begin to look grimy while edges get shinier. Overall a very subtle effect. If you don’t have Dirty Vertex Colors baked, it’s recommended to turn this setting to 0.0.

Orientation: Requires a texture coordinate (generated) node with the option of using a vector Mapping node to globally adjust the textures’ orientation.

Speed Boost: Possible +/- 11% render time savings when enabled (value of 1.0)

Resin

Color: General resin color.

SSS Scale: Adjusts the intensity of light penetration; translucence (sub-surface scatter)

SSS Radius: 3 values (RGB) to define the color of scattered light. The default (0.8, 0.95, 1.0) gives the translucence a slight bluish tint.

Spec Strength: Intensity of specular reflection; shininess:

Spec Roughness: Clarity of the specular reflection, higher values means blurrier.

Fresnel Blend: Adjusts the blending factor between ‘front reflection’ and “side reflection”. A value of “1.0” means the higher reflectivity of the side reflection covers the whole object. A value of “0.0” means the lesser reflectivity of the front reflection covers the whole object. “0.5” is the default 50-50 mix of both.

Bump Strength: Intensity of the noisy bump effect.

Bump Scale: Global size of the surface noise elements.

Jade

Color H: Global hue of the shader’s color.

Color S: Global saturation of the shader’s color.

Color V: Global value of the shader’s color.

Color Breakup: Higher values introduce and intensify a noise overlay to the shader color, resulting in light and dark variations.

Translucency: Amount of light penetration.

Translucency Bias: This shader has a combination of Translucent BSDF and Subsurface Scattering BSSDF. This value adjusts the mix of the two: 0.0 = full SSS, 1.0 = full translucent.

Translucence Contrast: Regarding the translucent BSDF, this option makes lights lighter and darks darker. This is useful for making thinner geometry appear to be more translucent while the thicker areas appear less translucent.

Fracture Strength: This simulates the internal breakup often present in jade and other crystalized substances. Higher values intensify the effect.

Fracture Frequency: Higher values make the fracture effect higher-frequency; smaller in scale. Lower values do the opposite

Use Dirty Vertex Colors: 0.0 means ignore DVC, 1.0 uses DVC to darken crevices which implies an aged material.

Spec Strength: Intensity of specular reflection; shininess:

Spec Roughness: Clarity of the specular reflection, higher values means blurrier.

Fresnel Blend: Adjusts the blending factor between ‘front reflection’ and “side reflection”. A value of “1.0” means the higher reflectivity of the side reflection covers the whole object. A value of “0.0” means the lesser reflectivity of the front reflection covers the whole object. “0.5” is the default 50-50 mix of both.

Bump Strength: Intensity of the noisy bump effect. Subtle values are recommended.

Bump Scale: Global size of the surface noise elements.

Speed Boost: Possbile +/- 41% render time savings when enabled (value of 1.0). Though due to the nature of the shader, the overall result will look slightly different.

Rusty Metal

Painted: A value of 1.0 means she shader is a painted color with rust spots. A value of 0.0 means the shader is non-painted metal with rust spots.

Paint Color: Desired color of paint.

Spec Strength: Intensity of specular reflection; shininess:

Spec Roughness: Clarity of the specular reflection, higher values means blurrier.

Spec Grunge: Higher values breakup the specular reflection to appear dirty/grungy.

Fresnel Blend: Adjusts the blending factor between ‘front reflection’ and “side reflection”. A value of “1.0” means the higher reflectivity of the side reflection covers the whole object. A value of “0.0” means the lesser reflectivity of the front reflection covers the whole object. “0.5” is the default 50-50 mix of both.

Rust Color: Color of the rust layer.

Rust Scale: Size of the rust layer. Larger values shrink the rust spots, lower values enlarge the rust spots.

Rust Frequency: Amount of rust spots. Higher values introduces more rust, lower values decrease rust.

Bump Strength: Intensity of the noisy bump effect. Subtle values are recommended.

Bump Scale: Global size of the surface noise elements.

Speed Boost: Possible +/- 13% render time savings when enabled (value of 1.0)

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Published about 7 years ago
Software Version 2.7x
Render Engine Used Cycles
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