A large stylized emissive crystal rock asset pack with custom node groups for emission color, emission strength, normals, roughness etc, also includes geometry nodes scatter modifier.
Use it to kitbash your own stylized crystal rock formations!
These are perfect for scenery in any type of stylized or fantasy scene, be that animations or stills.
The models are also optimized for game engines and can be exported to Unity, Godot etc.
- 65 separate meshes
- PBR materials with up to 4K textures
- All textures come packed in the blend file
- Custom material node groups for easy customization
- Geometry nodes scatter modifier included
- All meshes are mid poly
- Suitable for game engines
- Two scenes included in the blend file, 'Asset_Layout' and 'Asset_Demo'
Material group nodes for easy customization of common parameters on all meshes:
- Emission Strength
- Emission Color
- Normal Strength
Includes weight paint controlled geometry nodes scatter modifier, for flowers, boulders and crystals:
Geometry nodes setup:
Object Collection: Assign the desired collection for scattering here
There are several collections already setup for the scatter nodes:
- Crystal scatter default
- Boulders scatter default
- Flowers scatter multi-colored
- Boulders Scatter red
Scale Max: Maximum object size
Scale Min: Minimum object size
Rotation: Vary the rotation on the Z axis
Rotation seed: Add a seed for variable rotation on the Z axis
Density Factor: Location of the weight map to use, if no map is present, click the input attribute toggle to the right of the box, then select a weight map.
Density: How dense the scattered objects will be on the weight map
Density seed: Add a seed for variable density
Updated to Version 1.1:
- Added missing mesh
- Fixed corrupted mesh with small hole
|Dev Fund Contributor|
|Published||3 months ago|
|Render Engine Used||cycles, eevee|
|Misc Data||uvs-unwrapped, manifold-mesh, normal-mapped, textured|
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