Grunge Attack! Texture pack

by Diego Gangl in Models

Grunge Attack!
Procedural textures for Cycles

Grunge Attack! is a pack of procedural textures for Cycles. This pack expands on the basic procedurals with 5 new nodes designed to help you create that worn and torn look with minimal effort.


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!


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

Procedural, painted or photo? All of them!

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. GA! gives you plenty of masks and options to achieve any look, from PBR to NPR.


Textures included

  • Rust
  • Dust
  • Scratches
  • Drips
  • Chipped Paint

Check the documentation to see more!


Satisfaction Guarantee

Cycles is always getting better, and so is this pack. Grunge Attack 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 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 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.






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.rust_bumpiness_fill

Bumpiness Spread: How concentrated the bumpiness is on the edges.rust_spread

Breakup Size: How big is the breaking up of the rust effect

Breakup Influence: How much area does the breakup coverrust_breakup_influence

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)




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.




scratchesSimulates 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.









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 scratchesscratches_fill

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 scratchesscratches_scale

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.











nodes_chipped_paintVector: 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 effectchipped_fill_fillonly

Breakup Scale: Size of the breakup of the effectchipped_fill_breakupfill

Breakup Distortion: Distorts the breakup

Breakup influence: How strong is the breakup



Mask: The chipped paint mask


Displacement: Displacement map (for bump and displacement)





dripsSimulates 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.










Vector: Texture Coordinates

Background: Color not affected by the drips

Drips: Color for the drips effect

Length: Length of the drips

drips_lengthDistortion: How distorted the drips are (how far away from being perfectly vertical)drips_distortion

Scale: Scale of the drips

Splatter Scale: Size of the splatter dotsdrips_splatter_scale

Splatter Amount: How many splatter dots to show (from the top)

Splatter Opacity: Opacity of the splatter dots

Thickness: Thickness of the dripsdrips_thickness

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.


Color: Drips with color applied
Mask: Combined mask
Splatter mask: Mask for the splatter dots only





Simulates dust covering areas of the object. It can also simulate parts of the dust removed (as if passing a finger through it).













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 clumpsdust_distortionFine Detail Scale: Scale for finer specks of dust. Usually 10x the scale looks good.
Sharpness: Makes the effect stronger by giving it hard edgesdust_sharpnessOpacity: 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.dust_color_variation_sharpness



Dust Mask: Mask for the dust effect (including variations) (B/W)
Variation Mask: Mask for the variation color only (B/w)
Color: Dust colors




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Item Rating

This item has an average rating of 4 from 1 ratings by the community.

  • mendenbarr over 1 year ago

    Very well done!

    • Diego Gangl over 1 year ago

      Thank you!

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