FLOW BASED UV ALIGNEMENT
Need weathering based on your mesh topology?
good masks based on convexity?
- scratched, dirty, weathered materials
- segmentation of your mesh
- convexity- and segment-masks
get 14 shading masks with one click
map textures for wrinkles
stretch and distort image textures to avoid tiling effects and regularities
If you want to quickly achieve dirty scratched shading,
color your mesh with a unique touch, this addon is perfect for you.
If you are making a lot of assets, and want to reduce the texture work
to the most individual details, uv-spectrum does the job.
If you love modeling and sculpting wihtout minding uv-projection,
then UV Spectrum will save you much time.
Blender has great tools to shade procedurally, but no meshbased shading (like quixel or substance painter). UV Spectrum works inside blender using its slim architecture eficiently.
simple game assets or detailed hires-models,
you can use uv-spectrum to enrich your shading.
How does it work?
Once the options are checked as wanted, you hit "map selected" and it analyses your selected meshes per vertice and finds areas that would wear, scratch and pollute the most. It analyses where dirt flows along the mesh, and in which direction scratches would be aligned most. The detailed structure of scratches and dirt can then be defined by the textures used with these UVMaps.
and a shader library of 4 simple and 14 advanced shaders for metals, woods, paints, and organic materials
combine the maps for complex shading
mechanical designs can be quickly colored with segment and diverge based masks. simple greeble textures can be mapped on complex meshes with ease
Have a look at my other items including:
About the Creator:
I am a 3D artist in the advertising & television industry for 25 years.
While working on projects and teaching animation at design college since 1998, i studied physics at the university of Vienna. That equipped me with a solid toolset of math to use in 3D workflows.
I started programming Blender add-ons and noding vector operations into shaders around 2012.
I love how Blender and Cycles offer a lot of opportunities to speed up rendering and fake depth into surfaces in many ways.