Procedural Stone Shader Pack

by Joshua Knauber in Materials, Shaders, Textures

Procedural stone material node groups for Cycles

How often do you have to create stone materials? For pretty much every scene right? Why not use this pack of 7 fully procedural node groups? You will get an endless amount of sandstone, concrete, marble and asphalt materials, plus 3 useful overlays that will give you even more variety!

Why should you buy this?

(Blender version 2.79x needed [For the principled shader]!)

What you get:

  • Sandstone Shader
  • Concrete Shader
  • Marble Shader
  • Asphalt Shader
  • Dirt Overlay (Mainly for background objects)
  • Snow Overlay (Mainly for background objects)
  • Moss Overlay (Mainly for background objects)


You will get 7 different node groups that are fully customizable and 100% procedural

There's no need for UV unwrapping which will make the process incredibly quick and give you awesome results!


Features:

  • Free updates and bug fixes (requests very welcome!)
  • An endless amount of different and realistic results
  • An helpful node pack that can be used for almost every scene
  • Over 250 nodes packed in 7 awesome node groups

How to use:

  • Open up your scene
  • Click "File" -> "Append"
  • Navigate to the .blend file with the shader you wan't to use
  • Click on it and go to -> "NodeTree"
  • Select the shader that's in there and click on "Append"
  • Now you can access the shader by going to the node editor:
  • Then press Shift+A and click on Node Groups
  • The shader you just added will appear there


  • To use the shader, plug the BSDF or Shader output of the node group in the Surface input of your Material Output node
  • Then plug the Displacement Output of the node group in the Displacement input of the Material Output node
  • To use a overlay shader plug a shader in the Shader input of the overlay node group and then plug the Shader output in the Surface input of the Material Output node


Settings:

Asphalt Shader:

  • Displacement Scale: Changes the scale of the displacement texture
  • Displacement Strength: Changes the strength of the displacement
  • BaseColor: The Base Color for the material
  • SecondColor: The color that is used for variation of the Base Color
  • ColorVariationAmount: Determines the mix between the Second Color and the Base Color
  • ColorVariationScale: The scale of the mask used for mixing the Base Color and the Second Color
  • ColorVariationContrast: The contrast of the mask used for mixing the Base Color and the Second Color
  • PaintOverlayColor: The color of the ovelay mask if used
  • PaintOverlayMask: A black and white image texture that can be used to mix between the Base and the Second Color and the Paint Overlay Color
  • Roughness: Determines the roughness of the material


Concrete Shader:

  • Scale: Changes the scale of the concrete material textures
  • Color 1: The Base Color for the material
  • OnlyUseFirstColor: Colors 2-6 are ignored and Color 1 is being used to calculate the other colors automatically 
  • Color 2-6: If "OnlyUseFirstColor" is at "0" those colors can be changed to get more varitation in the material
  • Bright: Changes the Brightness of the material
  • Contrast: Changes the contrast of the material
  • Roughness: Determines the roughness of the material
  • Displacement: Changes the strength of the displacement


Marble:

  • Big Detail:
  • Scale: Scale of the bigger detail of the marble material
  • Bright: Changes the Brightness of the bigger detail
  • Contrast: Changes the contrast of the bigger detail
  • Small Detail:
  • Scale: Scale of the small detail of the marble material
  • Bright: Changes the Brightness of the small detail
  • Contrast: Changes the contrast of the small detail
  • Detail Settings:
  • Detail Mix: Mix factor between the big and the small detail
  • Broadness: Changes the Thickness of the detail
  • FirstColor: The first color of the material
  • SecondColor: The second color of the material
  • Bright: Changes the Brightness of the detail
  • Contrast: Changes the contrast of the detail
  • BigColor:
  • Scale: Scale of the mask used for the big color
  • BigColorMix: Mix factor between the bigger color spots and the detailed color spots
  • FirstColor: The first color of the bigger color spots
  • SecondColor: The second color of the bigger color spots
  • MaterialSettings:
  • Roughness: Determines the roughness of the material
  • Displacement:
  • Amount: Changes the strength of the displacement


Sandstone:

  • PrimaryColor: The main color of the material
  • ColorMix: Mix Factor between the Primary Color and some Color Variation
  • ColorPatternScale: Scale of the Color Variation
  • Roughness: Determines the roughness of the material
  • LayerColor: Color of the layers
  • LayerScale: Scale of the layers
  • LayerAmount: Mix between the Layer Color and the primary color
  • BigColorDetail: Color of the big detail mask
  • BigColorDetailScale: Scale of the mask used for mixing in the big detail color
  • BigColorDetailAmount: Amount of color of the big detail that is mixed in
  • BigColorDetailContrast: Contrast of the mask used for mixing in the big detail color
  • Brightness: Additional brightness ranging from black to white
  • BrightnessAmount: Amount of brightness that is mixed in the original color
  • SandDispl.Scale: Scale of the sand displacement
  • DetailDispl.Scale: Scale of the detail displacement
  • SandDispl.Amount: Strength of the sand displacement
  • DetailDispl.Amount: Strength of the detail displacement
  • LayerDispl.Amount: Strenth of the Layer displacement
  • TopMask: Mask that takes away the layers from the top of the object


Dirt Overlay:

  • Shader: The main shader of the object (explained at the top of this documentation)
  • Dirt Amount: Amount of dirt added to the original object
  • FirstColor: Main color of the dirt
  • SecondColor: Variation color added to the main color
  • MaskContrast: Contrast of the mask between the original shader and the dirt overlay
  • BumpStrength: Strength of the bump of the dirt
  • Roughness: Determines the roughness of the material
  • Scale: Scale of the dirt overlay mask


Moss Overlay:

  • Shader: The main shader of the object (explained at the top of this documentation)
  • BaseColor: Main color of the moss
  • SecondColor: Variation color added to the main color
  • VariationScale: Scale of the variation mask used to mix between the base color and the second color
  • VariationAmount: Mix factor between the base color and the second color
  • Roughness: Determines the roughness of the material
  • BumpScale: Scale of the bump of the moss
  • BumpStrength: Strength of the bump of the moss
  • SubsurfaceColor: Color of the subsurface scattering
  • SubsurfaceStrength: Strength of the subsurface scattering
  • TopDetail: Determines if the displacement output of the material output node is used
  • OtherMoss: Amount of moss around the object
  • OtherMossScale: Scale of the mask used for mixing in the other moss


Snow Overlay:

  • Shader: The main shader of the object (explained at the top of this documentation)
  • BaseColor: Main color of the snow
  • SecondColor: Variation color added to the main color
  • VariationScale: Scale of the variation mask used to mix between the base color and the second color
  • VariationContrast: Contrast of the variation mask
  • VariationAmount: Mix factor between the base color and the second color
  • Roughness: Determines the roughness of the material
  • BumpScale: Scale of the bump of the snow
  • BumpStrength: Strength of the bump of the snow
  • TopDetail: Determines if the displacement output of the material output node is used
  • OtherSnow: Amount of snow around the object
  • OtherSnowScale: Scale of the mask used for mixing in the other Snow
  • GlitterScale: Scale of the glitter mixed in the snow
  • GlitterAmount: Amount of glitter added to the snow


If you got any questions regarding the pack contact me.

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  • frankotastico 9 months ago

    Super cool stuff. A bit slow. But it is procedural, so, no point to complain about really.

    • Joshua Knauber 9 months ago

      Glad you like it! If you feel like it's too slow for you, theoretically you could bake the textures before you do your final render to get faster results.

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