Procedural Toolkit v1.5

by Rix Yarbrough in Materials, Shaders, Textures

Description
Procedural texturing is a method of using mathematical operations to create a material, rather than using traditional image textures. There are many pros to using it instead of using normal image textures, but the tools necessary to do it professionally, for instance, Substance Designer, are often too expensive for us hobbyists. And on top of that, many things are just better to do in Blender. So, we have to make do. Procedural Toolkit is a pack of node-groups designed to enhance and expand your procedural texturing capabilities within Blender. It includes different kinds of noise, generators, and vector displacers to make procedural texturing easier and more comprehensible. 

It should be noted this addon is aimed mainly at users newer to procedural texturing, but users should understand the basics of the node/shader editor.

Also note: The latest version of this product is meant for Blender 2.8, and may have backwards compatibility issues (but old 2.79 version is included)


What's Included?
(Note- the majority of these have customizable options that are not written here)

Vector Noise: A node that can be quickly plugged into the vector of any texture to displace the texture via a normal Noise Texture. Very handy!

Distorted Noise: A noise texture with a Vector Noise pre-applied so you don't have to. Includes a bunch of settings, so no node-group-diving necessary!

Distorted Musgrave: Essentially the same as Distorted Noise, but with a Musgrave Texture instead.

Speckle Texture: A kind of Musgrave texture that creates a very handy speckle pattern.

Stone Texture: A customizable stone-line pattern, ready to displace!

Terrain Noise (WIP): A fractal noise that can generate large-scale or small-scale terrains, very highly customizable.

Fingerprints: Procedurally generated fingerprints, use for roughness, bump, etc.

Mountain Noise: A Distorted Noise texture, rebalanced with an RGB curves node to increase the mid levels, and lower the high levels, creating a mountain-like pattern.

Grunge 1: A combination of a few other noises that creates an interesting grunge map. More like this will come.

Wave Texture 2.0: A custom, better version of Blender’s default Wave texture. It is pre-aligned with the X axis, and has more customizable options.

Vector Translate: Just like it sounds, translate a vector on the X, Y, and Z axis however you like. Allows for variable input, unlike the Mapping Node.

Vector Scale: Scales the vector along the X, Y, or Z axis, also allowing for variable input.

Vector Rotate: Rotates vectors along the X, Y, or Z axis, but the ability for variable input allows for some very cool stylized effects. 

Quick Normal: Quickly generates a mask via the normals of the geometry (X, Y, Z)

Spherical Gradient: Creates a high-quality spherical gradient. Awesome for making things like for instance, a volumetric atmosphere for a planet. This is better than the regular spherical gradient in Blender, as you have the option to prevent clamping.

 

Linear Gradient: Same as the spherical gradient. Just like the normal Gradient texture in Blender, but can go beyond 0 or 1.

Mix RGB 3: This is a work-in-progress, but still cool nonetheless. Unlike the normal Mix RGB, this allows for three channels of input (RGB), unlike the usual two (BW).

Clipping Check: The output of this visualizes any values of a texture than exceed 1 or fall below 0, and gives the option to clamp these values.

Auto Lichen: Procedurally generates a customizable lichen-like substance over any texture/shader you could desire. No more dull outdoor objects! Great for applying to trees, rocks, statues, etc. Could also be customized to create a dust or snow effect.

Edge Mask: Creates an outline of changeable width of any edge or crease.

Cavity Mask: Creates a cavity mask similar to what you would see when baking one (highlights are bright, cavities/insets are dark)


Erosion: Creates a mask based on the geometry of your mesh to create an erosion-like effect to enhance your terrain.


Blends and Premade Shaders (as seen above in image gallery)
This addon also includes a few premade .blend files and shaders. Great to examine or just to use. Not a very abundant list at the moment, but you can expect this to grow quite a bit.

Volumetric Galaxy
Procedural Planet  (uses microdisplacements)
Hardwood Floor
Stone Statue with Lichen
Rocks and Dirt  (uses microdisplacements)
Procedural Terrain Example (uses microdisplacements)
Procedural Cloud HDRI (uses HEAVY volumetrics, be careful)

Erosion Example (uses microdisplacements)


Requirements

A basic-intermediate knowledge of Blender's node editor and how to use it.

(Recommended) NodeWrangler- already included with Blender so just enable it. Help make the Node-based workflow faster.


Updates
I plan to update this addon as much as I can, especially premade shaders and .blend files. You should expect this addon to grow quite a bit. The roadmap includes a few things, the most notable being guided tutorials.


Changelog:

 

V1.5 (1/22/19): Added Wave Texture 2.0 and Linear Gradient, improved Spherical Gradient, bug fixes.

V1.4 (12/31/18): Added Erosion node and ErosionExample.blend, minor bug fixes.

V1.3 (12/15/18): Added Cloud HDRI .blend, added Cavity Mask node
V1.2 (12/5/18):  Added Rocks and Dirt .blend file, added Edge Mask node, improved Stone Texture, files now work in 2.8, may not work in 2.79 (but old files are still available)
V1.1 (12/3/18):  Added Mountain Noise, improved Stone Texture and Distorted Musgrave, added example terrain .blend file.

v1.5

Blender 2.8 (use 1.1 for 2.79)

Installation: 
Open the .blend titled “0Nodegroups.” Within it, all node groups will be already saved. Save this as your startup file (File>Save Startup FIle). If you instead wish to import the node groups to a previous startup file, open your normal one, select append (File>Append), navigate to the 0Nodegroups blend file, select it, navigate to NodeTree, and select all node groups and click Append.

Reference:
Note: groups and textures will function differently depending on the texture coordinates used. For instance, using UV coords and switching to Object coords may require you to tweak settings. I personally prefer using object coords but there are many situations where UV would be necessary.

Vector Noise: A node that can be quickly plugged into the vector of any texture to displace the texture via a normal Noise Texture. Very handy!
Distorted Noise: A noise texture with a Vector Noise pre-applied so you don't have to. Includes a bunch of settings, so no node-group-diving necessary!
Distorted Musgrave: Essentially the same as Distorted Noise, but with a Musgrave Texture instead.
Speckle Texture: A kind of Musgrave texture that creates a very handy speckle pattern.
Stone Texture: A customizable stone-line pattern, ready to displace!
Terrain Noise (WIP): A fractal noise that can generate large-scale or small-scale terrains, very highly customizable.
Fingerprints: Procedurally generated fingerprints, use for roughness, bump, etc.
Mountain Noise: A Distorted Noise texture, rebalanced with an RGB curves node to increase the mid levels, and lower the high levels, creating a mountain-like pattern.
Grunge 1: A combination of a few other noises that creates an interesting grunge map. More like this will come.

Wave Texture 2.0: A custom, better version of Blender’s default Wave texture. It is pre-aligned with the X axis, and has more customizable options.
Vector Translate: Just like it sounds, translate a vector on the X, Y, and Z axis however you like. Allows for variable input, unlike the Mapping Node.
Vector Scale: Scales the vector along the X, Y, or Z axis, also allowing for variable input.
Vector Rotate: Rotates vectors along the X, Y, or Z axis, but the ability for variable input allows for some very cool stylized effects. 
Quick Normal: Quickly generates a mask via the normals of the geometry (X, Y, Z)
Spherical Gradient: Creates a high-quality spherical gradient. Awesome for making things like for instance, a volumetric atmosphere for a planet. This is better than the regular spherical gradient in Blender, as you have the option to prevent clamping.

Linear Gradient: Same as the spherical gradient. Just like the normal Gradient texture in Blender, but can go beyond 0 or 1.

Mix RGB 3: This is a work-in-progress, but still cool nonetheless. Unlike the normal Mix RGB, this allows for three channels of input (RGB), unlike the usual two (BW).
Clipping Check: The output of this visualizes any values of a texture than exceed 1 or fall below 0, and gives the option to clamp these values.
Auto Lichen: Procedurally generates a customizable lichen-like substance over any texture/shader you could desire. No more dull outdoor objects! Great for applying to trees, rocks, statues, etc. Could also be customized to create a dust or snow effect.
Edge Mask: Creates an outline of changeable width of any edge or crease. Credit to Wayward Art Company on YouTube for this method!

Cavity Mask: Creates a cavity mask similar to what you would see when baking one (highlights are bright, cavities/insets are dark) Credit to Jacob Merrill on YouTube for this method!

Erosion: Creates a mask based on the geometry of your mesh to create an erosion-like effect to enhance your terrain.

A few notes about premade scenes:
Procedural Galaxy: This scene is very performance heavy. If your computer is having trouble rendering it, try increasing the step size of volumetrics (under the “Geometry” dropdown in the render settings)
Procedural Planet: This planet uses microdisplacements, which means you can zoom in very close with the camera and get good detail of the surface. Try it out! (If you are rendering on GPU, you may run out of memory rendering high levels of subdivision. If this happens, turn up the adaptive subdiv scale)
Terrain Example: This can have the same problem as the Procedural Planet (see above for fix)
Rocks and Dirt: Same problem as Terrain Example or Procedural Planet (see above for fix)
Statue: Credit to SMK National Gallery of Denmark on turbosquid.com for this model.

Procedural Cloud HDRI: This scene uses volumetrics to create realistic clouds rendered as an HDRI to use for background images and lighting. Be warned: this uses HEAVY volumetrics and may crash your GPU. If your GPU continues to crash when rendering, try switching to your CPU (and remember to turn down tile size).

Erosion Example: uses microdisplacements, again, same fix as the others.




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Item Rating

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

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  • N H about 2 months ago

    I'm just starting out in Blender, so I'm not the best judge of how well this is produced on the technical level, but everything I've tried so far works as advertised and looks great. Beyond that, Rix responded very quickly to a question and I had and provided resources to help and was very friendly about it. There was also mention of planned tutorials and I think with that this would definitely be worth five stars at that point (and will edit this review, assuming I can edit, for when that happens).

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