Material Wizard

by h0bB1T in Materials, Shaders, Textures

Material Wizard supports you to give your models the final touch by helping to compose materials at a very high level and outstanding visual feedback. 

Version 1.2 released!

Now with full bake support! Bake your material easily for use in Eevee, Cycles, LuxCoreRender, AMD ProRender, Unreal and Unity Engine. Other setups are simple to create. After setting up the Bakery node, a single click is needed to re-bake after you've tweaked your material or require a different configuration! See the baking tutorial down below.

Besides that, this has been added as well:

+ Advanced Layer Manager, to mix each channel of a material individually

+ Emission and Displacement as new material channels and Volume and Displacement as shader channels .. and support for Displacement mapping

+ Emit, Glass and Translucent shaders (Emission and Glass can be baked)

+ Support for multiple PBR libraries (including Extreme PBR's library layout) and user grunges

Take a look at the Official Homepage for detailed information, manuals and showcasing videos!

What is Material Wizard?

If node trees exceed a certain size, they become hard to manage. Finding the right Math Node that affects the saturation of a specific texture or change the PBR set in the middle of a material with multiple layers can be very frustrating and time consuming.

Besides that, the Shader Editor has very limited visual feedback, you often have so much nodes without a meaning, image textures can only be identified just by their mostly cryptic names.

All those things let me create Material Wizard, a Shader Editor with a higher level approach. PBR sets are now one unit, material properties like diffuse, metallic, roughness are a single connection. Effect maps (called Grunge Maps in Material Wizard) are an inherent part. 

All those things packed in a custom node tree in the vibe of Everything Nodes that manages the details in the background for you. Need to find a setup to mix two normal maps on YouTube? No, just add the Mix Normal node. Switch UV setup of a complete PBR set from UV to Box, just a single click.

Tutorial showcasing texturing by primary using and modulate PBR sets:

Tutorial with a different approach, materials a mostly created from grunge maps and mask generators:

How to bake using Material Wizard:

Better visualisation of what a node is

Grunge images to affect all material properties 

A layer manager that acts like those in a 2D graphic application

Masks like mesh edges and ambient occlusion can easily be created and adjusted to your needs

Most common UV settings are directly on the PBR / Image node

Quick view: I always loved Ctrl-Shift-LMB from Node Wrangler. Now you click on the corresponding icon at the socket to do the same, even better, there's a button to show the sockets output just on one half of the object, while the other half shows the final material.

Quick create: Every input socket has a quick create button to create most common nodes with two clicks, automatically creating a connection.