Realistic Procedural Granite Stone Shaders for Blender 2.8 EEVEE + Cycles
You get 2 ready-to-use material groups:
- "All Purpose" Granite (typically gray)
- "Meissner Granite" (typically red)
Watch this INSTRUCTIONS VIDEO which explains all of the settings!
Material "ChrisP Granite A"
This shader defaults to your every-day, "all purpose" granite material: Mostly gray, with blue quartz and brown mica inclusions - but of course you can customize the colors with these shader features:
- Vector ... for your custom texture-mappings
- Normal ... for your custom normal/bump maps
- Roughness ... set the overall roughness of the surface
- examples: 0.05 = polished, 0.5 = raw
- Pits ... add imperfections (especially nice looking on polished granite)
- Crystals ... add shiny/reflective flecks (especially nice looking on raw granite)
- 5 Colors ... customize to match the type of granite you need
- BONUS: Raw Stone Displacement ... quick and perfect look for "adaptive micro displacements" in Cycles
Material "ChrisP Granite B"
The shader settings and features are identical to Granite A, BUT this material node creates different textures & texture distributions PLUS additional bright "veins" (similar to marble). This shader can be used to create "Meissner Granite" and by default uses the typical pink and red colors of that type of stone.
Tip: Other Materials
Check out my other material packs here on Blendermarket:
Realistic Silver, Gold, Platinum and Pewter for EEVEE & Cycles
Realistic Copper for EEVEE & Cycles
with BONUS "Dust Shader" to quickly add realistic dust to any object/material!
Quick Start Guide
- Save the "ChrisP_Granite.blend" file to a location of your choice
- Open your own scene in Blender and select "File" (menu) -> "Link" and pick the "ChrisP_Granite.blend" file
- Open the "Node Tree"
- Select all of the elements (ChrisP*) and click "Link from Library"
- Select the object you wish to apply one of the materials to
- Create a new material or pick an existing one and open the "Shader Editor"
- Hit Shift-A, select Group and then for example "ChrisP_Granite A" and attach the "Shader" output to the "Surface" input of the "Material Output" node
- Now you can configure the material to your liking
- Watch the Instructions Video - it explains everything in detail