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It recreates a futuristic Matrix-inspired digital effect featuring glowing characters, randomized illumination, bright sparks, neon emission, and a high-tech cinematic appearance.\n\nThe effect is built entirely with **Blender shader nodes**, allowing the digital pattern, colors, emission strength, glow intensity, and surface appearance to be adjusted directly within the shader. No external image textures are required, making it suitable for creating reusable digital effects, sci-fi environments, cyberpunk scenes, futuristic interfaces, and cinematic backgrounds.\n\n## **Key Features**\n\n**100% Procedural Effect:** Built entirely with Blender's shader nodes without relying on external image textures.\n\n**Matrix-Inspired Digital Pattern:** Creates a dense grid of digital characters and symbols inspired by futuristic Matrix-style computer code.\n\n**Sparking Digital Effect:** Features randomly illuminated and highly energized characters that create a distinctive sparkling and electrical visual appearance.\n\n**Glowing Emission:** Uses procedural emission to produce bright glowing characters and neon-like illumination suitable for cinematic VFX.\n\n**Customizable Colors:** Easily adjust the primary effect color to create green Matrix code, blue digital energy, red sci-fi interfaces, purple neon effects, or other color variations.\n\n**Procedural Randomization:** Randomized character brightness and illumination create natural variation throughout the digital pattern.\n\n**Adjustable Shader Parameters:** Key visual properties can be modified directly through the node setup to control pattern density, colors, brightness, emission, and overall appearance.\n\n**Seamless Procedural Scaling:** The procedural setup can be scaled across different surface sizes while maintaining consistent digital detail without relying on fixed image textures.\n\n**Reusable VFX Setup:** Suitable for a wide range of digital, technological, sci-fi, cyberpunk, and futuristic visual effects.\n\n## **Technical Specifications**\n\n**Software:** Blender 5.1.2  \n**Render Engine:** Cycles  \n**Material Type:** Procedural Node-Based VFX Shader  \n**Texture Type:** Fully Procedural  \n**Effect Type:** Digital / Matrix / Sparking / Glowing  \n**Pattern:** Digital Character Grid  \n**UV Mapping:** Not dependent on image textures  \n**External Textures:** Not required  \n**Customization:** Shader Node Parameters  \n**Primary Style:** Sci-Fi / Cyberpunk / Futuristic  \n**Rendering:** Optimized for Cycles\n\n## **Applications**\n\nThis procedural Matrix effect is suitable for:\n\n- Matrix-style digital environments\n- Sci-fi environment creation\n- Cyberpunk scenes\n- Futuristic computer interfaces\n- Digital screens and displays\n- Holographic effects\n- Technology-themed backgrounds\n- Motion graphics\n- Cinematic VFX\n- Film and animation projects\n- Game environment assets\n- Digital advertising and product visualization\n- Futuristic HUD and interface designs\n- Neon and glowing environments\n- Abstract digital artwork\n- Close-up digital surface effects\n- Sci-fi title sequences\n- Virtual environments and backgrounds\n\n## **Why Choose This Effect?**\n\nUnlike conventional image-based digital textures, this **procedural shader** provides greater control over the visual appearance directly inside Blender. The Matrix-style pattern, colors, emission, brightness, and overall effect can be customized through the shader node setup without replacing external texture files.\n\nThe procedural workflow makes the effect particularly useful for projects that require **reusable, customizable, and scalable digital VFX**. It can be adapted from a subtle technological background to an intense glowing Matrix-inspired effect depending on the project's requirements.\n\nBecause the effect is procedurally generated, it can also be applied to different surfaces and scene setups while maintaining consistent visual detail. This makes it useful for both **medium-distance environments and detailed cinematic shots**.\n\n## **Important Note**\n\nThis product is a **procedural digital VFX material/shader**, not a collection of standalone texture images. 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This animation is perfect for enhancing trailers, promotional videos, and creative projects.\n\n**Additional Notes:**\n\n- Universal compatibility with 3D and compositing software supporting VDB.\n\n**If you have any questions or specific requirements, please don’t hesitate to contact me.**","imageAlt":"3D Fire Ring with Smoke Contraction VDB","url":"https://www.cgtrader.com/free-3d-models/various/various-models/fire-ring-with-smoke-contraction-vdb","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/MsfRbNcrxB5ndP9YrnhUeVck/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/Preview-1.jpg","gridUrl":"https://media.cgtrader.com/variants/MsfRbNcrxB5ndP9YrnhUeVck/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Preview-1.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/MsfRbNcrxB5ndP9YrnhUeVck/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/Preview-1.webp","width":306},{"url":"https://media.cgtrader.com/variants/MsfRbNcrxB5ndP9YrnhUeVck/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Preview-1.webp","width":612},{"url":"https://media.cgtrader.com/variants/MsfRbNcrxB5ndP9YrnhUeVck/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/Preview-1.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/various/various-models/fire-ring-with-smoke-contraction-vdb","isCgtVerified":false,"types":{"printReady":false,"animated":true,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":21,"name":".blend","is_native":true},{"id":197,"name":".vdb","is_native":false}],"categorySlug":"various","subcategorySlug":"various-models","categoryTitle":"Various","subcategoryTitle":"Various models","schemaImageUrl":"https://img-new.cgtrader.com/items/5723918/7dbc1e4e06/fire-ring-with-smoke-contraction-vdb-3d-model-7dbc1e4e06.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"7551167","type":"listingItem","attributes":{"id":7551167,"title":"Procedural Hologram Effect Shader - SciFi Digital Wireframe VFX","price":24.99,"description":"# **Overview**\n\nThe **Procedural Hologram Effect Shader** is a fully procedural, node-based holographic visual effect designed in **Blender 5.1.2** and optimized for the **EEVEE render engine**. It creates a futuristic holographic appearance featuring glowing wireframe lines, digital scan patterns, vibrant neon colors, and dynamic sci-fi energy effects.\n\nThe material is built using **Blender shader nodes**, allowing the hologram appearance, colors, emission intensity, line density, glow, and procedural patterns to be adjusted directly within the shader. No external image textures are required, making it suitable for cinematic renders, sci-fi scenes, futuristic interfaces, digital environments, VFX projects, and motion graphics.\n\n# **Key Features**\n\n**100% Procedural Shader:** Built entirely using Blender's shader nodes to generate the holographic effect without relying on conventional image textures.\n\n**Futuristic Hologram Appearance:** Creates a glowing digital wireframe effect with vibrant neon lines and a distinctive sci-fi holographic aesthetic.\n\n**Procedural Wireframe Effect:** Generates detailed line-based patterns across the surface, creating a high-tech digital scanning and holographic appearance.\n\n**Vibrant Neon Colors:** Produces colorful cyan, blue, purple, magenta, pink, yellow, green, and red tones for a dynamic futuristic look.\n\n**Glowing Emission:** Uses procedural emission to create bright neon lines and strong holographic illumination suitable for dark and cinematic environments.\n\n**Customizable Colors:** Easily modify the hologram's primary and secondary colors to create different sci-fi, cyberpunk, futuristic, or digital visual styles.\n\n**Adjustable Shader Parameters:** Material properties can be modified directly through the node setup to control line density, pattern variation, emission strength, color transitions, and overall hologram intensity.\n\n**Procedural Surface Patterns:** Creates layered procedural patterns that follow the form of the underlying geometry, allowing the effect to be applied to different 3D objects.\n\n**No External Textures Required:** The core effect is generated procedurally inside Blender, reducing dependency on external texture image files.\n\n**Versatile Holographic Effect:** Can be used on characters, objects, props, futuristic interfaces, machines, sci-fi assets, and other 3D surfaces.\n\n# **Technical Specifications**\n\n**Software:** Blender 5.1.2  \n**Render Engine:** EEVEE  \n**Material Type:** Procedural Node-Based VFX Shader  \n**Texture Type:** Fully Procedural  \n**UV Mapping:** Not dependent on image textures  \n**Effect Type:** Hologram / Wireframe / Digital VFX  \n**External Textures:** Not required\n\n# **Applications**\n\nThis procedural hologram shader is suitable for:\n\n- Holographic character effects\n- Sci-fi holograms\n- Futuristic digital objects\n- Cyberpunk environments\n- Sci-fi interfaces\n- Digital wireframe effects\n- Futuristic HUD visuals\n- Cinematic VFX\n- Science-fiction films\n- Game environments\n- Character visualization\n- Robot and technology renders\n- Motion graphics\n- Digital art\n- Product and promotional visuals\n- Futuristic presentations\n- Virtual reality environments\n- Augmented reality concepts\n- Technology visualization\n- Close-up holographic renders\n\n# **Why Choose This Shader?**\n\nUnlike conventional image-based hologram effects, this **procedural hologram shader** provides greater control over the visual appearance directly inside Blender. The node-based setup allows artists to customize the hologram's colors, wireframe density, emission intensity, procedural patterns, and overall visual style without being restricted to a single fixed texture.\n\nThe shader is particularly useful for artists creating **cinematic holographic characters, futuristic objects, sci-fi environments, cyberpunk visuals, digital interfaces, and VFX** where a highly customizable neon hologram effect is required.\n\nThe procedural approach also makes the material easy to adapt to different 3D models and projects, allowing artists to create multiple holographic variations while maintaining the core futuristic aesthetic.\n\n# **Important Note**\n\nThis product is a **procedural hologram VFX material/shader**, not a collection of standalone texture images or a conventional 3D hologram model. 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I wanted to leave it as a challenge for the BNPR group, but I noticed many people trying and needing a bit more help. So finally, here is the full project file to check it for yourself!! :D\n\n**_How it works:_**\n - _It uses specularity to define transparency in two steps._\n **Step 1:** Create the lines that usually flow along the glass - these are your typical expected results for specuality\n **Step 2:** Create the diffuse space of the glass, also using the specularity, but on it's lowest end - this is to mimic the SSS refraction style of glass on the cheap.\n- In the first specularity, you just use an emission shader\n- In the second specualrity, you use a converted Diffuse shader to give some light response (again, on the cheap for speed)\n- Combining both specularity, we have what is left - refraction space.\n- Combine the lot into an emission shader\n\n**_Some things to keep in mind:_**\n - Refraction seems to ignore other Alpha blend objects\n - Alpha Blend is ignored by cryptomatte\n - Outlines have to be done using something in-shader, with the LineArt modifier or with Freestyle\n - No caustics\n - Not colored light sensitive\n\nFor a more advanced solution, **_that does incorporate_** a **_fake caustics_** technique **_and_** is **_color sensitive_**:\nhttps://www.cgtrader.com/3d-models/scripts-plugins/rendering/for-anime-in-blender-glassware-shaders\n\n**_Very useful for props in daylight sequences, but can be VERY cool if adjusted for night sequences._**\n\nHave a great one!!","imageAlt":"3D model For Anime In Blender - Simple Glass Shader","url":"https://www.cgtrader.com/free-3d-models/scripts-plugins/rendering/for-anime-in-blender-simple-glass-shader","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/xj2xnVXzViczGufcrSFYSvvs/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/Thumb.jpg","gridUrl":"https://media.cgtrader.com/variants/xj2xnVXzViczGufcrSFYSvvs/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Thumb.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/xj2xnVXzViczGufcrSFYSvvs/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/Thumb.webp","width":306},{"url":"https://media.cgtrader.com/variants/xj2xnVXzViczGufcrSFYSvvs/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Thumb.webp","width":612},{"url":"https://media.cgtrader.com/variants/xj2xnVXzViczGufcrSFYSvvs/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/Thumb.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/scripts-plugins/rendering/for-anime-in-blender-simple-glass-shader","isCgtVerified":false,"types":{"printReady":false,"animated":true,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":21,"name":".blend","is_native":true}],"categorySlug":"scripts-plugins","subcategorySlug":"rendering","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Rendering","schemaImageUrl":"https://img-new.cgtrader.com/items/3523599/3d006e5c9d/for-anime-in-blender-simple-glass-shader-3d-model-3d006e5c9d.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"7563689","type":"listingItem","attributes":{"id":7563689,"title":"Procedural Outline Material - Blender Wireframe Outline Shaders","price":21.99,"description":"# **Overview**\n\nThe **Procedural Outline Material** is a fully procedural, node-based outline shader designed in **Blender 5.1.2** and optimized for the **EEVEE render engine**. It creates a distinctive stylized outline effect around 3D surfaces, producing detailed wireframe-like contours, surface line patterns, and bright procedural edge details.\n\nThe material is built entirely with **Blender shader nodes**, allowing the outline appearance, line density, pattern variation, thickness, and overall visual intensity to be adjusted directly within the shader. No external image textures are required, making it suitable for stylized renders, character visualization, technical presentations, sci-fi scenes, wireframe effects, concept art, and various motion graphics projects.\n\n# **Key Features**\n\n**100% Procedural Shader:** Built entirely with Blender's shader nodes to generate the outline effect without relying on conventional image textures.\n\n**Stylized Outline Appearance:** Creates a distinctive procedural outline effect with bright surface contours and detailed line patterns across 3D geometry.\n\n**Wireframe-Style Surface Detail:** Generates repeated procedural line patterns that give objects a technical wireframe or illustrated appearance.\n\n**Detailed Edge Definition:** Produces enhanced outlines around the silhouette and surface boundaries of the object for stronger visual definition.\n\n**Organic Line Variation:** Procedural patterns introduce irregularity and variation to the lines, creating a more artistic and dynamic appearance.\n\n**Customizable Outline Colors:** Easily adjust the primary outline color and overall visual style to create different looks for different projects.\n\n**Adjustable Shader Parameters:** Material properties can be modified directly through the node setup to control line density, pattern variation, outline intensity, and overall effect appearance.\n\n**No External Image Textures:** The shader relies on procedural node-generated patterns, eliminating the need for external texture image files.\n\n**Versatile Stylized Effect:** Suitable for character outlines, creature visualization, technical models, sci-fi assets, abstract artwork, wireframe effects, and experimental visual designs.\n\n# **Technical Specifications**\n\n**Software:** Blender 5.1.2  \n**Render Engine:** EEVEE  \n**Material Type:** Procedural Node-Based Outline Shader  \n**Texture Type:** Fully Procedural  \n**UV Mapping:** Not dependent on image textures  \n**Effect Type:** Outline / Wireframe / Line Art / Stylized Shader  \n**External Textures:** Not required\n\n# **Applications**\n\nThis procedural outline material is suitable for:\n\n- 3D character outlines\n- Creature and monster visualization\n- Wireframe-style renders\n- Technical visualization\n- Stylized 3D artwork\n- Sci-fi environments\n- Futuristic visual effects\n- Concept art\n- Abstract 3D designs\n- Motion graphics\n- Game visualization\n- Cinematic renders\n- Character presentation\n- Product visualization\n- Architectural visualization\n- Experimental shader effects\n- Technical model presentation\n- Line-art inspired renders\n- Low-light stylized scenes\n- Creative VFX projects\n\n# **Why Choose This Shader?**\n\nUnlike conventional image-based textures, this **procedural outline shader** generates its visual appearance directly through **Blender's shader node system**. This provides greater flexibility when creating stylized line-based renders without depending on fixed texture images.\n\nThe procedural setup allows artists to customize the **outline intensity, line density, pattern variation, colors, and overall visual appearance**, making the material adaptable to different types of 3D assets and artistic styles.\n\nThe shader is particularly useful for artists creating **wireframe-style visuals, character presentations, sci-fi artwork, technical renders, stylized illustrations, and experimental 3D effects** where a distinctive procedural outline treatment is required.\n\nThe procedural approach also makes it possible to apply the material to different 3D objects and create variations while maintaining the core outline aesthetic.\n\n# **Important Note**\n\nThis product is a **procedural outline material/shader**, not a collection of standalone texture images or a conventional 3D model. 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It creates a futuristic wireframe reveal effect where a glowing procedural grid progressively emerges across the surface of a 3D object, producing a striking digital scanning and holographic appearance.\n\nThe effect combines a detailed **wireframe grid, procedural surface masking, glowing emission, irregular reveal boundaries, and scattered luminous edge fragments** to create a dynamic transition from a solid surface into a glowing digital wireframe structure. The procedural setup allows the reveal effect, wireframe appearance, emission intensity, colors, and pattern variation to be adjusted directly through the shader nodes.\n\nNo external image textures are required, making this shader suitable for **sci-fi interfaces, holographic effects, digital transformations, futuristic animations, cinematic VFX, game environments, motion graphics, and technology-themed scenes**.\n\n## **Key Features**\n\n**100% Procedural Shader:** Built entirely with Blender's shader nodes to generate the wireframe revealing effect without relying on conventional image textures.\n\n**Wireframe Reveal Effect:** Creates a futuristic transition in which the object's surface progressively reveals a glowing wireframe structure.\n\n**Procedural Grid Pattern:** Generates a detailed grid directly through the shader, providing a clean digital wireframe appearance across the surface.\n\n**Irregular Reveal Boundary:** Produces a broken and organic reveal edge with scattered luminous points and fragmented sections for a more dynamic visual effect.\n\n**Glowing Emission:** Uses bright procedural emission to create intense neon-style illumination around the revealed wireframe and transition areas.\n\n**Multiple Color Variations:** The effect can be customized with different emission colors, allowing users to create red, blue, purple, green, cyan, or other futuristic color styles.\n\n**Adjustable Reveal Parameters:** Shader controls can be modified to adjust the reveal position, pattern, edge appearance, emission strength, and overall effect intensity.\n\n**Surface-Based Effect:** Designed to work directly across 3D object surfaces, making the effect adaptable to different models and shapes.\n\n**Digital Transformation Style:** Ideal for creating holographic, scanning, technological, futuristic, and digital disintegration-style visuals.\n\n**No External Textures Required:** The effect is generated procedurally inside Blender, reducing dependency on external texture images.\n\n**Versatile VFX Shader:** Suitable for cinematic transitions, sci-fi effects, holograms, digital reveals, futuristic character effects, technology visuals, and motion graphics.\n\n## **Technical Specifications**\n\n**Software:** Blender 5.1.2  \n**Render Engine:** Cycles  \n**Material Type:** Procedural Node-Based VFX Shader  \n**Texture Type:** Fully Procedural  \n**UV Mapping:** Not dependent on image textures  \n**Effect Type:** Wireframe / Reveal / Digital / Holographic VFX  \n**External Textures:** Not required  \n**Customization:** Shader Node Parameters  \n\n## **Applications**\n\nThis procedural wireframe revealing shader is suitable for:\n\n- Wireframe reveal effects\n- Digital transformation effects\n- Holographic VFX\n- Sci-fi environments\n- Futuristic character effects\n- Digital scanning effects\n- Technology-themed visuals\n- Cyberpunk scenes\n- Cinematic VFX\n- Game VFX\n- Motion graphics\n- Futuristic interfaces\n- 3D model reveals\n- Hologram transitions\n- Digital disintegration effects\n- Sci-fi animations\n- Product visualization\n- Promotional visuals\n- Cinematic transitions\n- Special effects projects\n\n## **Why Choose This Shader?**\n\nUnlike conventional wireframe textures or manually modeled wireframe effects, this **procedural shader** generates the visual appearance directly through Blender's node system. This provides greater flexibility for creating customized digital reveal effects while avoiding the need for external texture images.\n\nThe shader is particularly useful for artists working on **sci-fi cinematics, holographic interfaces, futuristic animations, digital transformations, game VFX, and technology-based visuals** where a distinctive glowing wireframe effect is required.\n\nThe procedural approach also makes it possible to create different visual variations by adjusting the shader parameters, including **wireframe color, emission intensity, reveal pattern, edge variation, and overall effect appearance**.\n\n## **Important Note**\n\nThis product is a **procedural wireframe revealing VFX material/shader**, not a collection of standalone texture images or a conventional 3D model. 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Katana Poiyomi Shader","price":0.0,"description":"This is a Katana optimized for use in VRChat.\nCrafted for both beauty and performance, it includes Unity prefab, textures, and Poiyomi Toon Shader support out-of-the-box.\n\n・ Package Contents\nkatana_004.unitypackage\n\nUnity prefab (.prefab)\n\nAll necessary textures (Base Color, Normal, Roughness, Metallic, AO)\n\nMaterial using Poiyomi Toon Shader (free)\n\nkatana_004.fbx\n\npreview/ folder (includes screenshots)\n\nREADME.txt (usage instructions)\n\n・ Features\nClean stylized mesh with realistic scratches and hamon patterns\n\nOptimized for VRChat avatars (no dynamic bones, lightweight setup)\n\nUnity 2022.3.22f1 compatible\n\nIncludes both Blender and Unity-ready versions\n\nPoiyomi Shader Ready (just drag and drop)\n\n・ Usage\nImport into Unity 2022.3.22f1\n\nEnsure Poiyomi Toon Shader (free version) is installed\n\nDrag Katana.prefab into your scene or attach to an avatar\n\n・ License\nPersonal Use:  Allowed\n\nModifications:  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Shape the water route with a curve, adjust foam and depth separately, then place mist and splash rings where they help the shot. The supplied project keeps a complete example and reusable standalone objects together.\n\nA connected waterfall workflow\n\nStart with the example scene to inspect the relationship between falling water, pool and contact effects. Copy or append the objects in Standalone Waterfall Items into a working scene to reuse the systems with their node and material dependencies. No separate product addon installation is required.\n\nThe four main systems are Waterfall Surface Follow, Water Surface, Splash and Fog, and Splash Rings. They are designed to be adjusted independently, so changing the route does not require treating every supporting effect as one object.\n\nDirect the flow\n\nUse the waterfall curve to establish its path. Overall Width sets the broad curtain, while individual curve-point radii provide local width changes. Reverse Direction, the rounded lip, waviness, surface noise and edge or endpoint fading refine its silhouette and surface.\n\nSurface-following, spill and cutout controls let selected environment objects influence the water. Assign target collections deliberately and keep the effect objects out of their own target collections. This makes interactions easier to manage as the scene becomes more complex.\n\nBuild the pool and impact\n\nWater Surface combines layered animated normal waves with shallow/deep colour and opacity controls. Shoreline and contact foam help connect the pool to surrounding geometry. Automatic detection and collection-based targeting offer different ways to manage contacts and depth.\n\nUse standalone splash rings for additional impact accents. Splash and Fog provides card-based mist with waterline and contact fading; it is not volumetric fog. Caustic patterns are an artistic surface effect, not physically projected caustics.\n\nWhat you receive\n\n- Native Blender project with the connected example, standalone objects and packed image resources.\n- Getting-started guide explaining the initial workflow and practical limitations.\n- Four silent control demonstrations covering Waterfall, Water Surface, Standalone Fog and Standalone Splash Ring: approximately 21 minutes 46 seconds in total.\n- Two short silent animated previews.\n- Separate FBX and OBJ static layout reference archives, plus a GLB reference. The archive READMEs explain the static-export limitations.\n\nThe Blender and Guide archive and Silent Demonstrations archive are separate downloads. The images show the supplied Blender setup; the forest backdrop does not mean a forest mesh asset pack is included.\n\nCompatibility and technical scope\n\nUse Blender 5.2.2 LTS for this release. Earlier versions have not been verified. This is a native procedural geometry and shader workflow, not a physical fluid simulator or an Unreal Engine/Unity water effect. The original Blender project provides the complete editable effect. Separate FBX, OBJ and GLB downloads provide a frozen frame-1 layout reference for other tools. These snapshots contain 53 mesh objects with neutral identification materials, not the rendered water effect. They omit procedural controls, animation, finished textures and shader transparency; mist appears as its underlying cards. FBX and GLB retain the evaluated UV layers; OBJ retains the cliff UVs but not all effect UV layers. Rebuild materials and effects for another renderer.\n\nThe project contains 22 materials and 31 packed images. The reference geometry fields describe visible source mesh/curve objects evaluated at frame 1: 137,470 vertices and 250,974 polygons (270,586 triangles after triangulation). These are not a fixed output budget and do not expand collection instances. Counts change with settings, frame and scene contents. Some effects use generated coordinates rather than a conventional UV unwrap across every object.\n\nAnimation and practical setup\n\nThe systems expose animation and loop settings. Match Loop Frames when the components need a shared cycle. The documented loop is 240 frames, while the supplied example timeline ends at 120; set your intended output range and review the full sequence before rendering.\n\nFor complex scenes, arrange objects in solid view, reduce viewport detail where appropriate and verify interaction targets around transparent third-party geometry. Save a working copy before adjusting the supplied scene. The local control recordings remain available alongside the project so you can inspect each modifier while following the demonstration.\n\nCreated by 3D Tudor for artists who want direct control over a waterfall's route, receiving surface and supporting effects inside Blender.\n\nInspecting the geometry\n\nThe interactive viewer, when available, shows the static layout and underlying effect cards. Use the rendered images and videos to judge the animated water, mist and foam; those effects require the supplied Blender project.Advanced Waterfall Geometry Nodes by 3D Tudor gives you an editable Blender waterfall, receiving water surface and supporting impact effects. Shape the water route with a curve, adjust foam and depth separately, then place mist and splash rings where they help the shot. The supplied project keeps a complete example and reusable standalone objects together.\n\nA connected waterfall workflow\n\nStart with the example scene to inspect the relationship between falling water, pool and contact effects. Copy or append the objects in Standalone Waterfall Items into a working scene to reuse the systems with their node and material dependencies. No separate product addon installation is required.\n\nThe four main systems are Waterfall Surface Follow, Water Surface, Splash and Fog, and Splash Rings. They are designed to be adjusted independently, so changing the route does not require treating every supporting effect as one object.\n\nDirect the flow\n\nUse the waterfall curve to establish its path. Overall Width sets the broad curtain, while individual curve-point radii provide local width changes. Reverse Direction, the rounded lip, waviness, surface noise and edge or endpoint fading refine its silhouette and surface.\n\nSurface-following, spill and cutout controls let selected environment objects influence the water. Assign target collections deliberately and keep the effect objects out of their own target collections. This makes interactions easier to manage as the scene becomes more complex.\n\nBuild the pool and impact\n\nWater Surface combines layered animated normal waves with shallow/deep colour and opacity controls. Shoreline and contact foam help connect the pool to surrounding geometry. Automatic detection and collection-based targeting offer different ways to manage contacts and depth.\n\nUse standalone splash rings for additional impact accents. Splash and Fog provides card-based mist with waterline and contact fading; it is not volumetric fog. Caustic patterns are an artistic surface effect, not physically projected caustics.\n\nWhat you receive\n\n- Native Blender project with the connected example, standalone objects and packed image resources.\n- Getting-started guide explaining the initial workflow and practical limitations.\n- Four silent control demonstrations covering Waterfall, Water Surface, Standalone Fog and Standalone Splash Ring: approximately 21 minutes 46 seconds in total.\n- Two short silent animated previews.\n- Separate FBX and OBJ static layout reference archives, plus a GLB reference. The archive READMEs explain the static-export limitations.\n\nThe Blender and Guide archive and Silent Demonstrations archive are separate downloads. The images show the supplied Blender setup; the forest backdrop does not mean a forest mesh asset pack is included.\n\nCompatibility and technical scope\n\nUse Blender 5.2.2 LTS for this release. Earlier versions have not been verified. This is a native procedural geometry and shader workflow, not a physical fluid simulator or an Unreal Engine/Unity water effect. The original Blender project provides the complete editable effect. Separate FBX, OBJ and GLB downloads provide a frozen frame-1 layout reference for other tools. These snapshots contain 53 mesh objects with neutral identification materials, not the rendered water effect. They omit procedural controls, animation, finished textures and shader transparency; mist appears as its underlying cards. FBX and GLB retain the evaluated UV layers; OBJ retains the cliff UVs but not all effect UV layers. Rebuild materials and effects for another renderer.\n\nThe project contains 22 materials and 31 packed images. The reference geometry fields describe visible source mesh/curve objects evaluated at frame 1: 137,470 vertices and 250,974 polygons (270,586 triangles after triangulation). These are not a fixed output budget and do not expand collection instances. Counts change with settings, frame and scene contents. Some effects use generated coordinates rather than a conventional UV unwrap across every object.\n\nAnimation and practical setup\n\nThe systems expose animation and loop settings. Match Loop Frames when the components need a shared cycle. The documented loop is 240 frames, while the supplied example timeline ends at 120; set your intended output range and review the full sequence before rendering.\n\nFor complex scenes, arrange objects in solid view, reduce viewport detail where appropriate and verify interaction targets around transparent third-party geometry. Save a working copy before adjusting the supplied scene. The local control recordings remain available alongside the project so you can inspect each modifier while following the demonstration.\n\nCreated by 3D Tudor for artists who want direct control over a waterfall's route, receiving surface and supporting effects inside Blender.","imageAlt":"Advanced Waterfall Geometry Nodes for 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It creates a realistic volcanic rock surface with rugged details, glowing magma cracks, molten lava patterns, and adjustable emission.\n\nThe material is generated entirely through Blender's shader nodes, with **no external image textures required**. It is suitable for volcanic environments, cinematic VFX, fantasy and sci-fi scenes, game assets, and close-up renders.\n\n## **Key Features**\n\n**100% Procedural:** Created entirely with Blender shader nodes.\n\n**Realistic Volcanic Rock:** Detailed rocky surface with natural variations and ruggedness.\n\n**Glowing Magma Cracks:** Procedural orange and yellow lava patterns with emission.\n\n**Fully Customizable:** Adjust lava color, rock color, roughness, bump, texture detail, emission, and displacement.\n\n**No External Textures:** Does not require image textures or UV-based texture maps.\n\n**Seamless Scaling:** Maintains consistent procedural detail across different object sizes.\n\n## **Technical Specifications**\n\n**Software:** Blender 5.1.2  \n**Render Engine:** Cycles  \n**Material Type:** Procedural Node-Based Shader  \n**Surface Type:** Volcanic Rock / Molten Lava  \n**Texture Type:** Fully Procedural  \n**External Textures:** Not Required  \n**Customization:** Fully Adjustable\n\n## **Applications**\n\n- Volcanic environments\n- Lava and magma assets\n- Volcano scenes\n- Fantasy and sci-fi environments\n- Cinematic VFX\n- Game assets\n- Close-up renders\n- Destruction scenes\n- VFX and motion graphics\n\n## **Why Choose This Material?**\n\nThis **procedural magma lava shader** provides direct control over the rock surface and molten lava appearance. 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Combine them to build **a custom tent**, from big to small.\n**Add the Wind** to breathe life into your scene by setting up a light breeze or a severe storm.\n\n**Documentation**, features and fixes that were not mentioned in the videos: https://docs.google.com/document/d/1G29sM6yNIud9a5Cgnu0Vch_pLQN6jlOjx6XFC3A3_rM/edit?tab=t.0\n\n**| FEATURES:**\n\n- Multiple unique tent parts that can be **combined in various ways**.\n- **Custom material-based Wind (WPO).**\n- A believable and highly customizable cloth fake wind (WPO) animation that can be adjusted globally in the scene wind controller and for each asset individually.\n- Possible to **add dust and sand** to the assets for a more natural blending with a desert environment.\n- The tent parts are textured using a **trim sheet, tiling textures and a mask** approach. And I have also added a toggle to switch to the **previously baked set of unique textures**.\n\n\n**| CONTENT:**        (total asset count - 38)\n\n- Roof and Roof Parts: 11\n- Sidewalls: 15\n- Guy Ropes: 6\n- Poles: 3 + 1 Sand Dip\n- Other Cloth: 2\n\n**| IMPORTANT INFO:** ‎ \n\n- The desert map shown in the images is NOT included.\n- Supported engine versions: 4.27 and higher.\n-  Does NOT support Nanite.\n- The Wind Material Function is not cheap, though this may change over time as I find more ways to optimize.  ‎‎ Please keep this in mind before considering purchasing this product.\n\n‎ \n‎**| TECHNICAL DETAILS:**\n\nVertex Count:\n\n**ROOFS**\n- ‎ ‎ ‎ ‎ the biggest roof: 58k - 31k - 15k - 7k - 4k\n- ‎ ‎ ‎ ‎ big roof pats: 18k - 9k - 4.5k - 2.5k\n- ‎ ‎ ‎ ‎ medium roof parts: 10k - 5k - 2.5k - 1.5k\n- ‎ ‎ ‎ ‎ small roof parts: 7k - 3k - 1.5k - 1k\n\n**Sidewalls**: [20k - 8k] - [15k - 7k] - [7k - 3k] - [3.5k - 1.5k] - [1.8k - 700]\n\n**Guy Ropes**: [14k - 4k] - [8.5k - 2.5k] - [3k - 1k] - [1.5k - 600] - [800 - 300]\n\n**Poles**: [11k - 9.5k - 8k] - [7k - 6k - 5k] - [4k - 2.5k - 1.5k] - [1k - 1k - 800] + Sand Dip [300]\n\n**Other Cloths**: [4.5k - 2.5k - 1.2k - 650]\n\n**Collision:**  Custom UCX\n**LODs:**  Apart from LOD0 there are 3-4 additional LODs per asset\n\n**Material, Material Instances, and Textures**: 3 Master materials. 1-2 additional Material LODs per asset. 2048x2048 texture resolution\n\n**| CHANGELOG:**\n\n Always refer to the \"Fixes and New Features\" document for more details\n\n ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎---‎‎---‎ ‎ Version 1.4 ----‎--\n\n1. Added a thickness mask influence.\n2. Enhanced gust frequency (0 - low frequency, 1 - high frequency)\n3. Sideforce mask double transformation fixed.\n4. Auto Axis Change optimization. The forward axis is no longer needed.\n5. Intersection mask fix.\n6. Finetuned gust bending settings in the overview mask.\n7. Other minor fixes.\n\n‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎---‎‎---‎ ‎ Version 1.3 ----‎--\n\n1. Added a parameter to combine the ESM and SFM masks to limit the edge over-stretching on roofs.\n2. Minor bug fixes\n\n‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎  ‎----‎--‎ ‎ Version 1.2 ----‎--\n\n1. Added Axis Auto Change - an automated switch between X and Y projection axes.\n\n‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ----‎--‎ ‎ Version 1.1 ----‎--\n\n1. Added a toggle between descending and ascending wind.\n2. Added Wind Offset parameter to offset the wind phase.\n3. Big performance (PS) improvement option. 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When your character strikes that pose in their brand new suit - **_SHING_**! lol.\n\nI made it at shader level, because it is rare that it's over everything and this way, you have better local control of where you want it and where you don't. It's also a lot faster, more flexible, easier to animate and higher quality that way.\n\n**_Works in Cycles and Eevee!_**  \n\n**_NOTE:_**  \n - Anime Metal Shader not included (not Cycles compatible)\nWas needed to demonstrate it properly.\n - Included material is visible at the end. This shader works extremely well in Eevee and Cycles and supports a texture output, as demonstrated in the video, that you can use in various creative ways. Think even video transitions!\n - Compositing is easy! Just load values over 1 and it should isolate quite well! If you have other objects above 1, then mask first without clamping and blur and add.\n\n**_Included:_**  \n - _Shine Shader on a gold-like material in a turntable scene; **Cycles**_  \n\n**_Shine Shader_**  \n - **Bands Threshold**  \n_This is what you animated to bring it in and take it out again. Going between 0 and 1 is solid. If you want to do video transitions using shapes, go for 2 to fill out the shape completely._\n - **Bands Rotation**  \n_Rotates all axes at the same time - very effective! Hint; 2.3 is opposite diagonal_\n - **Texture Scale**  \n_Scales the bands_\n - **Animation Offset**  \n_This helps if you don't like how the bands start or end and lets you shift the animation backwards or forwards for different bands._\n - **Animation Speed Control**  \n_Multiplication based, so you can go faster or even reverse for a different direction! Great suggestion - always shine shader against the motion of the shape if it's moving - looks incredible! If it has stopped - you can follow the direction it followed to compliment it's pose._\n - **Brightness (Texture and Emission)**  \n_This setting is what makes it pop in the compositor. By default, it's set to 2 - it's not often, except for other lights, that you'd have values that go that high. Other lights and explosions would be the common exceptions, but then you can mask first, as mentioned._\n\n**_Outputs:_**  \n - **Emission**  \n_This is an emission shader output for you to simply add it to whatever you already have. This is at the top, because it's what you would do in most cases._\n - **Texture**  \n_If you need it to be more subtle and simply illustrate the material is shiny, then you can include it as part of your textures and colors. Adjust brightness as needed for this though!_\n\nSo excited about this and it looks incredible! It also demonstrates how much effects can depend on their material counterparts, so make sure you get that right as well!\n\n**You can use my metal shader or use any NPR metal you can find that really pops!**  \nhttps://www.cgtrader.com/3d-models/scripts-plugins/rendering/for-anime-in-blender-metal-shader\n\nHave a stunning day!\n\nGOD bless you!","imageAlt":"For Anime in Blender - Shine Shader 3D","url":"https://www.cgtrader.com/3d-models/scripts-plugins/rendering/for-anime-in-blender-shine-shader","isCLDApplicable":false,"isSaleOffApplicable":true,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/mbCsLG6in9fSrcfVczFUtUkK/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/000-ThumbShine.jpg","gridUrl":"https://media.cgtrader.com/variants/mbCsLG6in9fSrcfVczFUtUkK/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/000-ThumbShine.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/mbCsLG6in9fSrcfVczFUtUkK/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/000-ThumbShine.webp","width":306},{"url":"https://media.cgtrader.com/variants/mbCsLG6in9fSrcfVczFUtUkK/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/000-ThumbShine.webp","width":612},{"url":"https://media.cgtrader.com/variants/mbCsLG6in9fSrcfVczFUtUkK/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/000-ThumbShine.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/3d-models/scripts-plugins/rendering/for-anime-in-blender-shine-shader","isCgtVerified":false,"types":{"printReady":false,"animated":true,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":21,"name":".blend","is_native":true}],"categorySlug":"scripts-plugins","subcategorySlug":"rendering","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Rendering","schemaImageUrl":"https://img-new.cgtrader.com/items/3646291/2a4719fa33/for-anime-in-blender-shine-shader-3d-model-2a4719fa33.webp","saleOffDiscount":50,"eligibleForSubscription":true,"subscriptionSubscribed":false,"subscriptionPotential":true,"subscriptionTierBand":"premium"}},{"id":"4255439","type":"listingItem","attributes":{"id":4255439,"title":"For Anime in Blender - Static Speed","price":0.0,"description":"Hey all!\n\nI just love the expressive nature of anime! For this free feature, we're doing some suggestion of motion! I've seen it a handful of times in various situations, but honestly, this one blew my mind when I finally noticed it. A lot of times we want motion, but we can't get it, because in relation to the camera, it's actually quite static - we therefore need environmental queues or visual language to help us understand what is going on.\n\n**_Enter STATIC SPEED!_**\n\nA **_VERY simple tool_** to help you say something quite significant!\n\n**Included:**\n - Animated Suzanne Demo file that also contains the nodegroup\n_(Lumberjack not included, but available - link below)_\n\n**Instructions:**  \n - _Append the nodegroup for the compositor_  \n - _Make sure you understand how masking works_  \n - _You need the Normal Pass and Cryptomatte or ID mask_  \n - _No vector pass is used here_  \n - _Add - connect as per labels and boom - works!_  \n\n**Settings:**  \n- _Line Scale - Scales the texture that forms the lines_  \n- _Rotation - Allows you to change the angle of the lines as a whole_  \n- _Line Length - Stretches the line texture to create longer singular lines_  \n- _Influence - Follows a dissolve effect instead of a fade, so you can thin out the lines as they vanish, instead of just fading out._  \n\nI'm sure **_you're gonna love this_** one!!\n\nI hope you guys get massive use out of this and don't forget to check out the Lumberjack if you're interested, hehe.  \nhttps://www.cgtrader.com/3d-models/character/man/lumberjack-character\n\nGOD bless you!! :D","imageAlt":"3D For Anime in Blender - Static Speed","url":"https://www.cgtrader.com/free-3d-models/scripts-plugins/rendering/for-anime-in-blender-static-speed","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/zFtEWmM8kHN78ErmFJ1TBnnd/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/Thumbnail.jpg","gridUrl":"https://media.cgtrader.com/variants/zFtEWmM8kHN78ErmFJ1TBnnd/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Thumbnail.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/zFtEWmM8kHN78ErmFJ1TBnnd/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/Thumbnail.webp","width":306},{"url":"https://media.cgtrader.com/variants/zFtEWmM8kHN78ErmFJ1TBnnd/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Thumbnail.webp","width":612},{"url":"https://media.cgtrader.com/variants/zFtEWmM8kHN78ErmFJ1TBnnd/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/Thumbnail.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/scripts-plugins/rendering/for-anime-in-blender-static-speed","isCgtVerified":false,"types":{"printReady":false,"animated":true,"pbr":false,"rigged":true,"lowPoly":false}},"metaverseFormatsList":[{"id":21,"name":".blend","is_native":true}],"categorySlug":"scripts-plugins","subcategorySlug":"rendering","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Rendering","schemaImageUrl":"https://img-new.cgtrader.com/items/4255439/e2fd33cb77/for-anime-in-blender-static-speed-3d-model-e2fd33cb77.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"1849283","type":"listingItem","attributes":{"id":1849283,"title":"Shader the 3D printer","price":120.0,"description":"This model was made in cinema 4D R14 Studio version. 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Multiple color variations can be created by adjusting the material parameters, making it suitable for a wide range of cinematic, sci-fi, fantasy, magical, and game VFX projects.\n\nThe procedural setup provides flexibility to customize the energy appearance without relying on conventional image textures, allowing artists to create different energy styles while maintaining the core burst effect.\n\n# **Key Features**\n\n**100% Procedural Material:** Built using Blender's shader nodes to generate the energy burst appearance procedurally without requiring conventional image textures.\n\n**Powerful Energy Burst Appearance:** Creates a spherical energy effect with bright glowing boundaries, dark internal regions, radial illumination, and concentrated energy formations.\n\n**Glowing Energy Cracks:** Generates irregular lightning-like cracks and fractured lines across the surface of the energy sphere for a powerful electrical and explosive appearance.\n\n**Radial Energy Rays:** Produces intense light rays extending outward from the center of the effect, creating a dynamic burst and high-energy visual appearance.\n\n**Intense Emission:** Uses strong procedural emission to create bright luminous regions around the energy cracks and burst formations.\n\n**Dynamic Fracture Patterns:** Procedurally generates irregular fragmented shapes and crack patterns, helping create an organic and energetic appearance.\n\n**Multiple Color Variations:** The effect can be customized to produce different color styles, including purple, blue, green, orange, red, and other energy-based variations.\n\n**Customizable Shader Parameters:** Material properties can be adjusted through the shader node setup to control the energy pattern, crack appearance, emission intensity, colors, and overall visual style.\n\n**Versatile VFX Material:** Suitable for energy explosions, magical powers, sci-fi effects, electrical energy, portals, impact effects, power fields, and cinematic visual effects.\n\n# **Technical Specifications**\n\n**Software:** Blender  \n**Material Type:** Procedural Node-Based VFX Material  \n**Texture Type:** Fully Procedural  \n**Effect Type:** Energy Burst / Energy Sphere / VFX  \n**Shader Type:** Node-Based Material  \n**Image Textures:** Not required  \n**UV Mapping:** Not dependent on conventional image textures  \n\n# **Applications**\n\nThis procedural energy burst material is suitable for:\n\n- Energy burst effects\n- Energy sphere effects\n- Energy explosion VFX\n- Sci-fi visual effects\n- Fantasy magic effects\n- Electrical energy effects\n- Power-up effects\n- Energy impact effects\n- Magical energy fields\n- Energy portals\n- Force field effects\n- Plasma-style effects\n- Cinematic VFX\n- Game VFX\n- Game environments\n- Sci-fi environments\n- Fantasy scenes\n- Action scenes\n- Motion graphics\n- Film and animation projects\n- Promotional visuals\n- Special effects projects\n\n# **Why Choose This Material?**\n\nThe **Procedural Energy Burst Material** provides a flexible way to create a dramatic energy effect directly inside **Blender** without depending on fixed image textures. Its procedural construction allows artists to modify the visual characteristics of the effect and create different energy variations for different projects.\n\nThe combination of **glowing energy cracks, radial light rays, intense emission, and irregular procedural patterns** makes the material suitable for visually powerful VFX such as energy explosions, magical attacks, sci-fi power effects, portals, impact effects, and supernatural energy formations.\n\nThe procedural approach also allows the same material concept to be adapted into different visual styles by changing its colors, emission strength, procedural patterns, and other shader parameters.\n\n# **Important Note**\n\nThis product is a **procedural energy burst VFX material/shader**, not a collection of standalone texture images or a conventional 3D energy sphere model.\n\nThe effect is designed for use within **Blender** and is controlled through its **shader node setup**. 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The free version!\n\nThis one is for creating those motion smear effects you usually see in comics, where to suggest motion, multiples of the object/limb is drawn to create that motion blur-like effect. This one does a following and preceding drawing using the vector blur node - Cycles only for now.\n\n - Just look at the setup image - it's basically plug and play!\n - Make sure the edit and render quality for the compositor is set to low (see the difference for yourself)\n - Watch out for low detail objects that fill the screen - the vector pass uses vectors to generate motion\n - Watch out for overly fast rotation and motion at the same time - this can cause extra artifacts - just something to be aware of!\n\nMost important thing - HAVE FUN! :D\n\nI included an extra nodegroup to help you isolate specific objects for the multiples. The other groups were created just to clean up the wires a bit - feel free to explore them to learn more about outlines and how you can manipulate the nodegroup for various results!\n\n**_You might be wondering what makes the coming paid version better?_**\n - _Decreased artifacts_\n - _Higher quality_\n - _More options_\n\nIf you love this one, you'll **_ADORE the coming one_**!","imageAlt":"3D model For Anime in Blender - Motion Smear - 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No external image textures are required for generating the core black hole effect, making it suitable for cinematic renders, sci-fi scenes, space environments, and VFX projects.\n\n## **Key Features**\n\n**100% Procedural Shader:** Built using Blender's shader nodes to generate the black hole and surrounding energy effects without relying on conventional image textures.\n\n**Realistic Black Hole Appearance:** Creates a dark central event-horizon-like region surrounded by bright, distorted rings and an energetic accretion disk.\n\n**Glowing Accretion Disk:** Produces intense yellow, orange, and white emission around the central black hole for a powerful astrophysical appearance.\n\n**Colorful Energy Effects:** Includes vibrant pink, purple, magenta, and blue tones that can be adjusted to create different sci-fi and cosmic visual styles.\n\n**Procedural Space Detail:** Generates organic variations and layered patterns within the surrounding energy structures for a more dynamic appearance.\n\n**Customizable Colors:** Easily modify the primary and secondary colors to create different black hole, energy, and space VFX variations.\n\n**Adjustable Shader Parameters:** Material properties can be modified directly through the node setup to control the visual intensity, pattern variation, glow, and overall appearance.\n\n**Seamless Procedural Detail:** The procedural setup allows the effect to maintain consistent visual detail without depending on fixed image textures.\n\n## **Technical Specifications**\n\n**Software:** Blender 5.1.2  \n**Render Engine:** EEVEE  \n**Material Type:** Procedural Node-Based VFX Shader  \n**Texture Type:** Fully Procedural  \n**UV Mapping:** Not dependent on image textures  \n**Effect Type:** Black Hole / Accretion Disk / Space VFX  \n**External Textures:** Not required  \n\n## **Applications**\n\nThis procedural black hole shader is suitable for:\n\n- Black hole visualization\n- Space and astronomy scenes\n- Sci-fi environments\n- Cosmic VFX\n- Space backgrounds\n- Cinematic visual effects\n- Science-fiction films\n- Game environments\n- Spacecraft scenes\n- Planetary and galactic scenes\n- Motion graphics\n- Product and promotional visuals\n- Close-up cosmic renders\n- Educational and astrophysical visualization\n\n## **Why Choose This Shader?**\n\nUnlike conventional image-based space effects, this procedural shader provides greater control over the black hole's visual appearance directly inside Blender. 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There also tools that can create fire from your texture, other tools that generate customizable fire shapes, and some small tools. \u003cbr\u003e\nCubic models included in project for example.","imageAlt":"3D 2d Fire Shader Tools Blender","url":"https://www.cgtrader.com/3d-models/various/various-models/2d-fire-shader-tools-blender","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/g31KL34ZQh5LRrEdASc5odV2/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/Render1.jpg","gridUrl":"https://media.cgtrader.com/variants/g31KL34ZQh5LRrEdASc5odV2/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Render1.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/g31KL34ZQh5LRrEdASc5odV2/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/Render1.webp","width":306},{"url":"https://media.cgtrader.com/variants/g31KL34ZQh5LRrEdASc5odV2/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Render1.webp","width":612},{"url":"https://media.cgtrader.com/variants/g31KL34ZQh5LRrEdASc5odV2/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/Render1.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/3d-models/various/various-models/2d-fire-shader-tools-blender","isCgtVerified":false,"types":{"printReady":false,"animated":true,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":21,"name":".blend","is_native":true},{"id":215,"name":".png","is_native":false}],"categorySlug":"various","subcategorySlug":"various-models","categoryTitle":"Various","subcategoryTitle":"Various models","schemaImageUrl":"https://img-new.cgtrader.com/items/4035441/f4f1f0b01a/2d-fire-shader-tools-blender-3d-model-f4f1f0b01a.webp","saleOffDiscount":0,"eligibleForSubscription":true,"subscriptionSubscribed":false,"subscriptionPotential":true,"subscriptionTierBand":"premium"}},{"id":"3068308","type":"listingItem","attributes":{"id":3068308,"title":"Lightning Electricity Material","price":0.0,"description":"I keep trying to make lightning in blender, but the results have me disappointed. 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It recreates the appearance of a powerful glowing fireball with intense yellow-orange flames, bright emission, rising flame fragments, and a dramatic fiery glow.\n\nThe material is built using **Blender shader nodes**, allowing the fireball appearance, flame colors, emission intensity, pattern variation, and overall effect to be adjusted directly within the shader. No external image textures are required, making it suitable for cinematic renders, explosions, magical effects, sci-fi scenes, game environments, and VFX projects.\n\n## **Key Features**\n\n**100% Procedural Shader:** Built entirely with Blender's shader nodes to generate the fireball effect without relying on conventional image textures.\n\n**Realistic Fire Ball Appearance:** Creates a bright spherical fire effect with intense flames, glowing regions, irregular flame shapes, and scattered burning fragments.\n\n**Dynamic Flame Detail:** Generates organic procedural flame patterns with varied shapes and sizes to create a more natural and energetic fire appearance.\n\n**Intense Fire Emission:** Produces bright yellow, orange, and warm glowing areas that simulate the intense heat and luminosity of a fireball.\n\n**Floating Flame Fragments:** Includes scattered procedural flame particles and detached glowing fragments surrounding the main fire mass for a more dynamic VFX appearance.\n\n**Customizable Fire Colors:** Easily adjust the fire's primary and secondary colors to create different visual styles and variations.\n\n**Adjustable Shader Parameters:** Material properties can be modified directly through the node setup to control flame intensity, emission, pattern variation, glow, and overall fire appearance.\n\n**Seamless Procedural Detail:** The procedural setup maintains consistent fire detail without depending on fixed image textures.\n\n**Versatile VFX Effect:** Suitable for fireballs, magical energy, explosions, burning objects, fantasy effects, and other stylized or realistic fire-based visuals.\n\n## **Technical Specifications**\n\n**Software:** Blender 5.1.2  \n**Render Engine:** EEVEE  \n**Material Type:** Procedural Node-Based VFX Shader  \n**Texture Type:** Fully Procedural  \n**UV Mapping:** Not dependent on image textures  \n**Effect Type:** Fire Ball / Flame / Fire VFX  \n**External Textures:** Not required\n\n## **Applications**\n\nThis procedural fire ball shader is suitable for:\n\n- Fireball effects\n- Fire and flame visualization\n- Explosion VFX\n- Magical fire effects\n- Fantasy environments\n- Sci-fi VFX\n- Cinematic visual effects\n- Game environments\n- Burning objects\n- Energy-based effects\n- Action and fantasy scenes\n- Motion graphics\n- Product and promotional visuals\n- Cinematic fire renders\n- Close-up VFX shots\n- Special effects projects\n\n## **Why Choose This Shader?**\n\nUnlike conventional image-based fire effects, this procedural shader provides greater control over the fireball's visual appearance directly inside **Blender**. The procedural node setup makes it possible to customize the colors, flame patterns, emission intensity, glow, and overall fire appearance without being restricted to a single fixed texture.\n\nThe shader is particularly useful for artists creating **cinematic fireball renders, explosion effects, fantasy scenes, sci-fi environments, and game VFX** where a visually striking and customizable fire effect is required.\n\nThe procedural approach also makes the material easy to adapt for different projects, allowing artists to create multiple fire variations while maintaining the core fireball aesthetic.\n\n## **Important Note**\n\nThis product is a **procedural fire ball VFX material/shader**, not a collection of standalone texture images or a conventional 3D fireball model. 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Each one can take whatever node you want to throw into it.\n\n**What makes this special?**\n\nIt is designed to represent the actual musculature of a cat's eye. Other eyes out there have Human styled musculature, transparancies and layering. This node tree can do many types of muscle shapes. For cats the striation builds up in circular layers. The system can however quickly shift to do Human eyes with familiar radial striations with a simple manipulation of the Striation Shape slider.\n\nA quick study of how some of the mythical eye presets let the background through, will help you build Human eyes complete with the familiar translucency between the muscle fibers and the melanin.\n\n_100% procedural. Zoom in to your heart's content._\n\n\n\nThe 1.01 .blend file comes with:\n\n- 12 presets; 5 “Real” lifelike from reference cat eye colorations, and 7 Mythical ones that don't exist in real life.\n\n- The eye and cornea meshes.\n\n- Shape keys for changing/animating the shape and iris opening size. As well as a handy cornea shader that works for many types of clear materials and is easily editable.\n\nCareful consideration was made with the displacement in mind. Each layer of the shader acting to either lift or recess the geometry. Lifelike iris muscles add an extra level of detail.\n\nPerfect for realistic and fantastical renders. The color control makes this amazing to use on Anime characters due to the top, middle, and bottom inputs.\n\n\n**BONUS CONTENT**\n\nComes with my easyCatHair node tree with 5 premade presets. Works with geometry node hair curves and any unwrapped model.\n\nCat Head mesh, unwrapped with fitted hair mesh for the curves. Use it to show off your custom eye settings or stick it on something for fun.\n\n\n**TLDR**\n\nYou may freely use the rendered output for any commercial or personal project or product you like within reason. Just don't be gross.\n\nYou MAY NOT resell, redistribute, or repackage the content of the .blend file.\n\nPlease be so kind as to add a link the product page in any personal or commercial uses that you post online.\n\n_Will work with Blender 3.6 and forward. 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UVs of the box are not unwrapped as the shading is fully procedural.\n- Model is also exported in FBX and OBJ formats so you can also use it in Maya, C4D or any other 3D software you like.\n- Lighting + HDRI file setup in Blender and rendered with Eevee.\n- 1 Texture file (QRCode Template) and 2 Shading nodes (The Golden shader and the transparent shader).\n- Compositing setup with a little bloom and glare to make your asset shine :)\n\nThe model is clean and in quads, allowing you to also modify the box as you please. I kept the level of polygons low enough so the scene doesn't lag.\n\nCopyright: You are not allowed to get this 3D model, modify it (or not) and sell it again on any 3D marketplace. 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If you use it a link back to my cgtrader profile or artstation  would be appreciated but is not essential.\n\nCheck out some of my other models while you're here: https://www.cgtrader.com/deunank\n\n Artstation: https://www.artstation.com/deunan2105","imageAlt":"3D asset Star Wars Bacta Tank","url":"https://www.cgtrader.com/free-3d-models/science/laboratory/star-wars-bacta-tank","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/zwhnPsvWqCszTTb7XQHDTCmr/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/0149.jpg","gridUrl":"https://media.cgtrader.com/variants/zwhnPsvWqCszTTb7XQHDTCmr/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/0149.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/zwhnPsvWqCszTTb7XQHDTCmr/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/0149.webp","width":306},{"url":"https://media.cgtrader.com/variants/zwhnPsvWqCszTTb7XQHDTCmr/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/0149.webp","width":612},{"url":"https://media.cgtrader.com/variants/zwhnPsvWqCszTTb7XQHDTCmr/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/0149.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/science/laboratory/star-wars-bacta-tank","isCgtVerified":false,"types":{"printReady":false,"animated":true,"pbr":false,"rigged":false,"lowPoly":true}},"metaverseFormatsList":[{"id":21,"name":".blend","is_native":true}],"categorySlug":"science","subcategorySlug":"laboratory","categoryTitle":"Science","subcategoryTitle":"Laboratory","schemaImageUrl":"https://img-new.cgtrader.com/items/2726674/c3556006ee/star-wars-bacta-tank-3d-model-c3556006ee.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"4786251","type":"listingItem","attributes":{"id":4786251,"title":"Simple Fire Pro Shader and Free Explosion 3D Model","price":15.0,"description":"/Simple Fire Pro Shader and Free Explosion 3D Model/ is a Blender 3.5 based Volume Shader to render Explosions Fire and Somke efficiently. There its also possible to add extra Detail to Smoke or Fire if needed for the Model. Color Density and Brightness of Fire and Smoke can also easily be changed using this shader. Its a basic shader so it dosnt support working with lightray based systems but saves a lot of rendering time this way, Its perfect for everybody looking to get started with vdb Models.\n\nThe Explosion shown in the Render is also added to this Shader for free.\n\nIf there are any questions, feel free to cantact me.\n\nBy purchasing you agree to these terms:\n\nAll content sold is licensed to the buyer for the lifetime right to use the content in developing an unlimited number of products. The buyer is also licensed to make the content available to employees and contractors for the sole purpose of contributing to products controlled by the buyer.\n\nAll items sold are non-transferable, and users cannot sub-license the content for further redistribution, whether or not they have modified it. 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I'll assume you know what a driver is so I don't need to explain.\n\ni recommend using the .blend file instead of the others for optimization reasons\n\nif the 3 images behind the wall appear pink (but ill be honest having those images pink has a certain charm to it), you can find the original images in the same folder as the blend file for the scene. you can also look in the ref images folder to find a bunch more photos if you don't like those 3. 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This has never come up in my projects, but I thought it would be a fun one to build and share with you, so here it is!\n  \n**_GLOWING GLASSES!!! ooooh! hehe._**  \n  \nSuch a funny one!! When a character is acting cool, thinks they are cool or are acting mysteriously - so clever to hide the eyes! In Kuroku's basketball, they also used this as a means to reveal the eyes, if memory serves. VERY clever use of visual language!\n\nHope you love it! I made it quite custom to give you all the controls you would need - even adding a streak blur that is purely horizontal (off by default, since it doesn't show up that way in anime - as far as I've seen at least).\n\n**Works with Cycles and Eevee!**\n\n**_Features:_**  \n - **Image**  \n_Regular render input_\n - **Glasses Mask**  \n_Literally the object you want to be glowed_\n - **Glow Color**  \n_Allows you to colorize the glow you get. I've seen some orange glasses too, so this will facilitate that._\n - **Glow Intensity**  \n_VERY important for clarity. By default it's set quite high._\n - **Lens Blur Size**  \n_Sometimes the lenses can use some blurring of their own just to soften their harsh outline a bit. Very low setting by default._\n - **Horizontal Streaks Intensity**  \n_Usually set to 0, because it's not really used in anime persay, but I saw people who made their real-life version of the glasses loved adding this kind of streak glow, so I added it too._\n\nAs far as usage goes - don't limit yourself to just glowing glasses. Fireflies and other forms of light, like bulbs, can also be glowed like this. Or things that give off lots of energy and light, like white explosions. 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It looks subtle in natural light and becomes dramatic in dark or nighttime settings.\n- **Documentation**: User_Guide.pdf with instructions for personalizing the animation speed, glow intensity, and modifying the color of each liquid.\n\n▻ **PBR Textures \u0026 Game-Ready Assets**\nThe geometry and textures are optimized for easy import into any software.\n\n- **5 Unique, Nature-Inspired Themes**: Includes five distinct pre-designed styles (Pink, Sunset, Forest, Fire, Night), each with its own color profile and narrative intention.\n- **Distinct Cap Design**: Each bottle features a unique stopper/cork design, varying in shape and material (cork, wood, marble), adding realism and variety.\n- **Textures (PBR 2K)**: All necessary maps are included: BaseColor, AO, Metalness, Roughness, Normal, and Emission for the bottles, corks, and interior liquid.\n\n▻ **The Package \u0026 Compatibility**\nThe package is organized into 5 individual folders and includes for each Potion:\n\n- 2 Main .blend Files: (Full animation and driver functionality)\n- 4 Static Game-Ready Formats: (Geometry and PBR Textures included)\n             -  .GLB (glTF)\n             -  .FBX\n             -  .OBJ (+MTL)\n             -  .USDC\n\nIMPORTANT ANIMATION NOTE: The Perpetual Motion system uses Blender's native Drivers. The .FBX, .GLB, .OBJ, and .USDC files contain the static geometry and PBR materials only. They are ready for you to implement your own engine-side animation or particle system, using the included PBR textures.\n\n▻ **Technical Specifications (Low-Poly and High Performance)**\n\n- Software: Blender 3.6 LTS or newer (Recommended for full animation functionality).\n- Topology Base (Total 5 bottles): Polygons: 2595 / Vertices: 2598\n- Compatibility: .GLB, .FBX, .OBJ (+MTL), and .USDC (Geometry \u0026 Textures).\n\n▻ **License**\n\nFree use in personal, commercial, and collaborative projects. You may modify it, animate it, or include it in games and renders. 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