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In my daily work with Blender as a professional, minimizing basic operations’ routine is one of the main goal to acheive in order to focus on the most critical aspects of the job (detail modeling, composition, lighting setup etc.), reducing time consuming and increasing the overall prductivity.
Texture-based Generic Shader is a Node Group designed to easly speed up the creation and management of texture-based materials in Blender – Cycles.
Although it is optimized for use with the Poliigon texture packs, it can be easly used every time you need to create a texture-based material.

Note:
Texture-based Generic Shader comes with no textures at all

User instructions

Texture-based Generic Shader is very easy to use:

  • open the .blend file (or append the shader into your scene)
  • Upload the textures
  • Set the parameters
  • Hit Render
  • To use the shader you need at least Diffuse and Normal maps. You must upload these maps into the appropriate textures nodes joined in the Essential frame.
    For more realistic renders you can upload AO, Reflection and Gloss maps and optionally the Overlays maps in their textures nodes in the appropriate frames.

    If you use only Diffuse and Normal maps, you can set the Normal Strength, Global Reflectivity and Gloss Roughness parameters, while other settings must be set to 0.

    I obviously recommend to use specific maps to properly manage specularity, glossiness and ambient occlusion channels and obtain much more photorealistic results (according with the textures quality)

    Mapping nodes into the Overlays frame let you set the overlay maps’ scale separately from the main UV scale of the mesh, in order to correctly adjust it according with the mesh dimensions (see previous image).

    I hope Texture-based Generic Shader could be usefull for you; please let me know your feedback, suggenstions and critics: arch.scarioni[at]gmail.com. Blend on!!

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