Fuzz Texture Pack

by Diego Gangl in Models

Fuzz is a pack of procedural textures for Cycles. This pack expands on the basic procedurals with 5 new nodes to help you save time and give you more flexibility on your texture work.


Team work

These textures are meant to be part of a network of nodes. They can be used in every way the standard procedurals are used. They can be stacked together, used to mask each other, as vectors for other textures and more!



GPU-friendly

All the nodes are compatible with GPU rendering, with both supported and experimental feature sets. The nodes are also optimized to add minimal overhead.


Use them your way

Output from the textures can be easily baked, edited, painted and mixed to customize them further. You can use mask outputs to mask photos, or as a starting point for a painted texture. All nodes groups are labeled and organized to make them easy to study and tweak.


Animate

All settings can be keyframed and used in Blender's excellent animation system. And since they are 100% procedural they will always look sharp and clean.


Textures included

  • Zebra
  • Cow
  • Cheetah
  • Leopard
  • Tiger

Check the documentation to see more!


Satisfaction Guarantee

Cycles is always getting better, and so is this pack. Fur includes free updates for life. If you’re having any kind of trouble, you can send me an email and we’ll sort it out ASAP. If you’re still not satisfied you can get 100% your money back.


Welcome to Fuzz documentation. Check out the tips below for some general tips on using this pack, or jump ahead to the nodes information.

The pack also includes two other node groups that are used by all the textures.

These are:

  • Remap (Remaps a value from a certain range to another)
  • Tile Coords (Tiles along an X/Y/Z coordinate)

You might find this two useful for other things too.


Tips

Experiment!: 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.

UVs: Use UVs to control rotation, and have better control over scale and offset. With UVs you can control rotation, scale and offset per face.

Values: Remember that you can type any value you want in the sliders by clicking on them, and you can also plug outputs from other nodes into them.

Colors: Keep in mind that colors might look different in  the Hair bsdf than in diffuse or emission. You might have to tweak them a little (to be less saturated).


Zebra

A Zebra fur texture. Could also be used to make psychedelic textures (bumping the waviness).


Inputs

Coordinates: Vector for the texture (from coordinates or geometry node)
Offset: Move texture coordinates to get different shapes
Lines Color: Color for the lines
Base Color: Base color for the texture
Scale: Zebra lines scale (larger means more, smaller lines)


Thickness Variation: Add more variation to lines (adds more lines and makes them thinner)
Waviness: Makes lines more wavy or straight


Outputs

Color: The final texture      
Mask: Texture before applying colors


Cow

A Cow fur texture. Could also be used to simulate ink spots.



Inputs

Coordinates: Vector for the texture (from coordinates or geometry node)
Offset: Move texture coordinates to get different shapes
Scale: Scale of texture (larger means more spots)
Detail Level: Complexity of the shape of the spots


Small Spots: Size of smaller spots around the larger spots
Black Zones: Size of the spots
Black Fill: Fill the spaces between the spots


Spots Color: Color of the spots
Base Color: Base color of the texture


Outputs

Color: The final texture      
Mask: Texture before applying colors



Cheetah

A Cheetah texture. The small dots are used to add some variety (use small values for realistic results)



Inputs

Coordinates: Vector for the texture (from coordinates or geometry node)
Base Color: Base color of the texture
Spots Color: Color of the dots
Scale: Scale of texture (larger means more dots)
Spots Scale: Size of the dots
Small Spots Scale: Size of the small dots (for variety)


Small Spots Fill:  Bump size of small dots
Distortion: General distortion of the texture
Spots Distortion: Distortion in the shape of the dots


Outputs

Color: The final texture
Mask: Texture before applying colors



Leopard

A Leopard fur texture.



Inputs

Coordinates: Vector for the texture (from coordinates or geometry node)
Base Color: Base color of the texture
Spots Color: Color for the spots
Outline Color: Color of the spots' outline
Scale: Scale of the texture (larger means more spots)
Spots Distortion: Distortion in the spots' shape
Dotted Outline: Separation of the outline into dots

Dotted Outline Scale: Scale of the outline dots
Spots Scale: Size of the spots
Outline: Thickness of the spots' outline
Breakup Scale:  Scale of breakup in the dots' outline
Breakup Intensity: Intensity of the breakup in the dots outline


Outputs

Color: The final texture      
Spots Mask: B/W Mask for the spots
Outline Mask: B/W Mask for the spots' outline


Tiger

A Tiger texture. The Mirror setting is used to control by which axis the texture should be mirrored.



Inputs

Coordinates: Vector for the texture (from coordinates or geometry node)
Mirror: Which axis to mirror to create the tiger texture

Offset: Move texture coordinates to get different shapes
Lines Color: Color for the lines
Base Color: Base color of the texture
Scale: Scale of the texture (larger means more lines)
Distortion: Distortion of the lines
Fill: Amount of space covered by lines 

Thickness Sides: Thickness of the lines farther away from the center
Thickness Middle: Thickness of the lines in the middle


Outputs

Color: The final texture      
Mask: Texture before applying colors

Is this a Shader Pack?

No, the pack only includes texture nodes which you can input your own (or third party) shaders. There is a hair shader included in the blend file , but it's quite simple and only for testing.

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