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I used spot lamps to demonstrate the sensitivity to colored lights (NPR Diffuse only).\n\nPlease be aware that these are by no means perfect and that they do require some adjustment for whatever project you place them in. I decided to share them here too, because I use them in production - that's when you need a dynamic setup like this!\n\n**_NOTE:_**\nTo get a texture to work normally with the NPR Diffuse v1 shader, simply input a default colorramped version into the Color Intensity and you should be golden.\n\nOf course, I simply cannot take full credit for all of it. I worked on this for a long time with Wasili Novratidis. For more info, other shaders and documentation, check out my website:   http://www.pantherdynamics.yolasite.com/toon-shader.php\n\n_I make no warranties and you use it entirely at your own risk._\n\n**_Updates:_**   \n**New in v3:**   \n - _Better Ambient Occlusion Handling. 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(developed on blender 2.83.11)\n\nDown below is a instruction discription thats also added as a note in the files.\n\nAll images that don't show a flat square plane are actually made on the round planet inside the atmosphere.\n\n\n\n**This tool comes with 2 blend files:**\n\n- A procedural globe with a moon and mars in it's orbit.\n- A terrain generator that is able to generate a square part of terrain in any scale.\n\n\nIt is able to randomly generate a seamless globe planet with continents, mountain ranges, deserts, snowy poles and actual 3D cities, forests and farm fields. \n\nIts using a shader node that has 14 sliders to completely set up the scale and type of terrain or planet.\n\nBoth the planet and terrain generator use the same node setup\n\n\n\nThe terrains are generated using a procedural black and white displacement map, mixed shaders and adaptive displacement to create the polygons needed to create the required detail.\n\n\n\nThis tool is generating terrain using procedural noise, so you get a random result for every seed.\n\nThe location and shape of cities and forests are based on procedural noise aswell, but the skyscrapers, residential area, forests and farmfields are displayed using jpeg textures and displacement.\n\nThese textures and displacements are made with the assets from my modular city project.\n\nthe jpeg textures for the skyscrapers, residential area, forests and farmfields use several randomly mixed vectors to remove tiling effects and give the whole result a more organic look.\n\n\n\nThe atmosphere of the planet is a volume that creates the blue sky for renders from the surface and automaticly gets red when the sun is low.\n\nThe clouds are on 2 layers and use a procedural volumectric setup aswell\n\n\n\n**This tool can be used for:**\n\n- High altitude renders (for airplanes for example)\n- Creating terrain for backgrounds\n- Seamless animations that go from low altitude into space\n- outer space renders\n- HDRI creation\n- baking a terrain displacement map (the displacement output has to be connected to the diffuse output and you would need to create a 2nd UVmap to bake it on).\n\n\nThe images are orginally 4K renders took about 15 to 20 minutes on a RTX2070 for the planet (the flat texture generator renders are much quicker)\n\nThe video features 1080p 32 sample frames that took about 1 minute and 40 seconds per frame\n\nThe images that orginally are 4K are possible on a system with 16GB ram\n\n\n\n_____________________________________________________\n\nInstructions (also in files folder)\n\n--These instructions are mainly for the flat terrain generator, but also apply to the spherical planet.--\n\n\n\nYou won't need any plugins, it runs on default blender. the files are developed on Blender 2.83.11\n\n\n\nThis tool only works with Cycles.\n\nUsing eevee isn't recommended, the displacement won't work and you get alot of lag because of the complex node setup.\n\n_______________\n\nWith default settings (for 1920x1080 renders) the planet and the terrain generator use about 5gb of ram for a render\n\n\n\n-Using a higher focal length for the camera uses more ram (since terrain thats far away appears larger and will get more geometry by the adaptive subdivision)\n\n-Using a higher resolution for renders will use more ram (since the adaptive subdivision is based on the amount of pixels)\n\n-Using a lower dicing rate for the subdivision will use more ram (since the dicing rate determines how much geometry each pixel will get)\n\n________________\n\n\n\nThe desert seed setting is disabled in the terrain generator due to shading bugs\n\nThe desert amount still works fine\n\nThe desert seed works fine for the globe planet.\n\n________________\n\n\n\nThe terrain generator uses adaptive subdivision by default. it creates polygons based on the distance of the viewer, if the scene's details appears to be too low, try to get out of the rendered viewport and intialise the rendered viewport again.\n\n\n\nIf you want to see changes happen more quickly, try turning off the subdivision modifier in the viewport\n\n\n\nThe seed changes alot even if you change it by 0.01\n\n\n\nif you set the global seed above 5 or below -5, glitches start to appear\n\n\n\nIf you can't find the right seed between 5 or -5, try to change the continent seed instead\n\n\n\nIf you see alot of water at your current seed, try to higher the continent height, if you still only see water, try another seed\n\n\n\nThe mountain seed makes large mountainranges rotate around their axes, if you don't see anything change, it's probably because you are at a really low global scale.\n\n\n\nTip: when searching for a nice seed, try to put the continent height at 0.85 and the mountain height at 5 or lower, this way you have less chance to get water-only seeds, but still have plenty of flat land to generate cities and fields.\n\n\n\nIMPORTANT: with every seed, try to lower the continent height as much as possible, 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appearance may vary depending on the render engine, lighting, object scale, mapping, color management, and scene settings. Minor adjustments may be required to achieve the best result in your project.\n\nFor artistic and non-photorealistic rendering, also discover PAINT1 – 24 Painterly Shaders for Blender Eevee.\n\nFree download","imageAlt":"NOISE1 - 8 Free Photorealistic Shaders for Ble...","url":"https://www.cgtrader.com/free-3d-models/textures/miscellaneous/noise1-8-free-photorealistic-shaders-for-blender","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/aazihn1chptrukz36xhk8mux19f4/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/02_NOISE_00.jpg","gridUrl":"https://media.cgtrader.com/variants/aazihn1chptrukz36xhk8mux19f4/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/02_NOISE_00.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/aazihn1chptrukz36xhk8mux19f4/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/02_NOISE_00.webp","width":306},{"url":"https://media.cgtrader.com/variants/aazihn1chptrukz36xhk8mux19f4/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/02_NOISE_00.webp","width":612},{"url":"https://media.cgtrader.com/variants/aazihn1chptrukz36xhk8mux19f4/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/02_NOISE_00.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/textures/miscellaneous/noise1-8-free-photorealistic-shaders-for-blender","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":null,"name":null,"is_native":false},{"id":21,"name":".blend","is_native":false}],"categorySlug":"textures","subcategorySlug":"miscellaneous","categoryTitle":"Textures","subcategoryTitle":"Miscellaneous","schemaImageUrl":"https://img-new.cgtrader.com/items/7401681/ae50a923e3/noise1-8-free-photorealistic-shaders-for-blender-3d-model-ae50a923e3.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"7519786","type":"listingItem","attributes":{"id":7519786,"title":"Procedural Dissolving Effect Shader","price":14.99,"description":"**Overview**\n\nThe **Procedural Dissolving Effect Shader** is a fully procedural, node-based VFX shader designed for **Blender** and optimized for the **EEVEE render engine**. It creates a dynamic **dissolve, disintegration, and energy-based destruction effect** directly through Blender's shader nodes.\n\nThe shader generates detailed procedural breakup patterns across a 3D surface, creating the appearance of an object progressively dissolving into glowing particles, fragments, or energy-like patches. The effect can be customized to achieve different visual styles, colors, and levels of dissolution without relying on external image textures.\n\nThe procedural setup makes it suitable for cinematic VFX, game effects, motion graphics, character disintegration, magical effects, sci-fi visuals, and other projects requiring a stylized dissolving material.\n\n**Key Features**\n\n**100% Procedural Shader:** Built entirely with Blender's shader nodes without relying on external image textures.\n\n**Dissolve \u0026 Disintegration Effect:** Creates a distinctive procedural breakup effect that makes surfaces appear to dissolve, disintegrate, or break apart.\n\n**Detailed Procedural Pattern:** Generates irregular, organic-looking dissolve patterns with varying shapes and sizes for a more natural VFX appearance.\n\n**Glowing Edge Effect:** Produces bright emissive areas around the dissolving regions, helping create a strong energy or glowing VFX appearance.\n\n**Customizable Colors:** Easily change the effect color to create different visual styles such as pink, blue, green, purple, orange, white, or other custom colors.\n\n**Adjustable Effect Intensity:** Shader parameters can be modified to control the overall appearance, brightness, and intensity of the dissolving effect.\n\n**EEVEE Optimized:** Designed and rendered using Blender's **EEVEE render engine**, making it suitable for real-time previews and efficient VFX workflows.\n\n**Works on Different Objects:** The procedural effect can be applied to a wide range of 3D surfaces and objects, making it useful for characters, props, creatures, environments, and other assets.\n\n**No External Textures Required:** The shader uses procedural node-based techniques, eliminating the need for external image textures.\n\n**Suitable for Close-Up Renders:** The detailed procedural breakup pattern can be used for cinematic shots and close-up VFX renders.\n\n**Technical Specifications**\n\n**Software:** Blender  \n**Render Engine:** EEVEE  \n**Material Type:** Procedural Node-Based VFX Shader  \n**Effect Type:** Dissolve / Disintegration / Destruction  \n**Texture Type:** Fully Procedural  \n**UV Mapping:** Not dependent on image textures  \n**External Textures:** Not required  \n**Shader System:** Blender Shader Nodes  \n**Primary Effect:** Procedural Dissolving Surface  \n**Visual Style:** Glowing / Energy / Disintegration VFX\n\n**Applications**\n\nThis procedural dissolving shader is suitable for:\n\n- Character disintegration effects\n- Object dissolve effects\n- Sci-fi VFX\n- Magic and fantasy effects\n- Energy-based destruction\n- Cinematic visual effects\n- Game VFX\n- Motion graphics\n- Product destruction animations\n- Creature disintegration\n- Teleportation effects\n- Digital transformation effects\n- Holographic effects\n- Supernatural VFX\n- Film and cinematic scenes\n- Close-up VFX shots\n- Blender animation projects\n\n**Why Choose This Shader?**\n\nUnlike conventional image-based dissolve textures, this procedural shader provides greater flexibility and control directly inside Blender. The dissolve pattern is generated through shader nodes, allowing the effect to be adapted to different objects, colors, and visual styles.\n\nThe combination of **procedural surface breakup and bright emissive areas** makes the shader especially useful for creating visually striking disintegration and energy effects without having to create or manage separate texture images.\n\nOptimized for **EEVEE**, the shader is well suited for efficient VFX workflows, real-time previews, animations, motion graphics, and cinematic Blender projects.\n\nIt can be used for both stylized and cinematic visuals, making it a versatile addition to a Blender VFX material library.\n\n**Important Note**\n\nThis product is a **procedural VFX material/shader**, not a collection of standalone texture images. 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Any question, you can contact me through my profile page! Nina\n\n**License Info**\n\nMaterial - Commercial use of the material is permitted but cannot be included in a asset pack or sold at any sort of asset/resource marketplace.\nTutorial - Sharing, streaming, and redistribution to third-party is strictly prohibited.\n***Digital products are non-refundable**","imageAlt":"Stylized Grass - Tutorial Included 3D model","url":"https://www.cgtrader.com/3d-models/textures/natural-textures/stylized-grass-tutorial-included","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/r2vewae6r5wdqmot2qe3u043oc27/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/stylized-grass-tutorial-included-3d-model-4079fcc6b1.jpg","gridUrl":"https://media.cgtrader.com/variants/r2vewae6r5wdqmot2qe3u043oc27/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/stylized-grass-tutorial-included-3d-model-4079fcc6b1.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/r2vewae6r5wdqmot2qe3u043oc27/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/stylized-grass-tutorial-included-3d-model-4079fcc6b1.webp","width":306},{"url":"https://media.cgtrader.com/variants/r2vewae6r5wdqmot2qe3u043oc27/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/stylized-grass-tutorial-included-3d-model-4079fcc6b1.webp","width":612},{"url":"https://media.cgtrader.com/variants/r2vewae6r5wdqmot2qe3u043oc27/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/stylized-grass-tutorial-included-3d-model-4079fcc6b1.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/3d-models/textures/natural-textures/stylized-grass-tutorial-included","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":null,"name":null,"is_native":false},{"id":123,"name":".sbs","is_native":false},{"id":101,"name":".spp","is_native":false}],"categorySlug":"textures","subcategorySlug":"natural-textures","categoryTitle":"Textures","subcategoryTitle":"Natural","schemaImageUrl":"https://img-new.cgtrader.com/items/2678979/4079fcc6b1/stylized-grass-tutorial-included-3d-model-4079fcc6b1.webp","saleOffDiscount":0,"eligibleForSubscription":true,"subscriptionSubscribed":true,"subscriptionPotential":false,"subscriptionTierBand":"essentials"}},{"id":"2646461","type":"listingItem","attributes":{"id":2646461,"title":"Colored metal","price":0.0,"description":"3dsMax Version: 2011\nCorona Version: 2\n............................\nNote: This product uses the proprietary assets of 3Ds Max software that may not be usable in other software.","imageAlt":"Colored metal dirtmetal 3D","url":"https://www.cgtrader.com/free-3d-models/textures/miscellaneous/colored-metal","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/kibHZ8oWpy5exfT6X3D6YW7B/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/Colored%20Metal%20%281%29.jpg","gridUrl":"https://media.cgtrader.com/variants/kibHZ8oWpy5exfT6X3D6YW7B/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Colored%20Metal%20%281%29.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/kibHZ8oWpy5exfT6X3D6YW7B/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/Colored%20Metal%20%281%29.webp","width":306},{"url":"https://media.cgtrader.com/variants/kibHZ8oWpy5exfT6X3D6YW7B/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Colored%20Metal%20%281%29.webp","width":612},{"url":"https://media.cgtrader.com/variants/kibHZ8oWpy5exfT6X3D6YW7B/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/Colored%20Metal%20%281%29.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/textures/miscellaneous/colored-metal","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":17,"name":".max","is_native":true},{"id":12,"name":".obj","is_native":false},{"id":null,"name":null,"is_native":false},{"id":216,"name":".jpg","is_native":false}],"categorySlug":"textures","subcategorySlug":"miscellaneous","categoryTitle":"Textures","subcategoryTitle":"Miscellaneous","schemaImageUrl":"https://img-new.cgtrader.com/items/2646461/8c84e1a386/colored-metal-3d-model-8c84e1a386.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"7648445","type":"listingItem","attributes":{"id":7648445,"title":"Advanced Waterfall Geometry Nodes for Blender","price":24.99,"description":"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\n## A 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\n## Direct 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\n## Build 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\n## What 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, with their limitations explained in each README.\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\n## Compatibility 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 and OBJ 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 retains 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\n## Animation 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. 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Many PBR pipelines have the accurate simulation of photorealism as their goal. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. Shaders may be used to implement PBR principles.\nThanks to high performance and low costs of modern hardware it has become feasible to use PBR not only for industrial but also entertainment purposes wherever photorealistic images are desired including video games and movie making.\nA typical application provides an intuitive graphical user interface that allows artists to define and layer materials with arbitrary properties and to assign them to a given 2D or 3D object to recreate the appearance of any synthetic or organic material. Environments can be defined with procedural shaders or textures as well as procedural geometry or meshes or pointclouds. 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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":"7638204","type":"listingItem","attributes":{"id":7638204,"title":"Pavement 8K PBR Texture Combo","price":19.99,"description":"**Pavement 8K PBR Texture Combo**\n\nCreate realistic roads, walkways, streets, and urban environments with the **Pavement 8K PBR Texture Combo**. 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It can be used for some kinds of objects up to 500mm.\nThe second one has 3000mm scale normally used for big objects.\n\nMaterial Library file you can find in\n\n\"Mat_Library_Synthetic_plastic_highgloss_B.\n\nSeparate_Render_Elements:\n\n- Alpha\n- RGB\n- VRay_Bump_Normal\n- Vray_Diffuse_Filter\n- Vray_Extra_Tex\n- VRay_Globall_Illumination\n- Vray_Lighting\n- Vray_Reflection\n- Vray_Refraction\n- Vray_Sample_Rate\n- Vray_Sampler_Info\n- Vray_Specular\n- Vray_ZDepth\n\nAs a background, I used the Showroom.\nThe file contains concrete textures for it\nin \"Concrete_Basis_Spotted\" folder.\n\n- Dry_Concrete_Spotted_A_baseColour\n- Dry_Concrete_Spotted_A_MetallicSmoothnessA\n- Dry_Concrete_Spotted_A_normal\n- Dry_Concrete_Spotted_A_Roughness\n- Dry_Concrete_Spotted_A_ambientOcclusion\n\nThe product folder system looks as following:\n\n- 3DS_format\n- Concrete_Basis_Spotted\n- FBX_format\n- Mat_Library_Synthetic_plastic_highgloss_B\n- Material_presentation_renders\n- Max_file\n- 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It's a standard and clean shader of Cast Iron.\n\nYou can see in the preview the time my computer took for rendering the scene and compared it with the preview render of the basic shader. \n\n_About the rendering_\n\n I have used a VrayLightMtl as light on a bend plane and a VRayHDRI on GI environment and Reflection/refraction environment ; primary engine : Irradiance map and Light cache as secondary engine ; Irradiance map High Preset ; Light Cache : Still, Subdivs : 1000, Sample Size : 0,01. No Caustics.\n\n_How to import ?_\n\nSimple to use, you have only to import the material library or merge the provided scene and pick the material from the shader ball. \n- For the first one, open your Material Editor (press M in 3DsMax), click on Get Material and in the Material/Map Browser option (the down arrow) select Open Material Library.\n- For the second one, select File \u003e Import \u003e Merge and select the provided 3DsMax file, then the shader ball mesh. Take the eyedropper and select the imported mesh to get the material in the selected slot of your Material Editor.\n\n_Other Informations_\n\nThe scene contains only the material that I sell and the shader ball I used for the rendering. Not the studio with vray light and camera and not the other objects which are simple meshes except the sculpture. It's a free object that you can find here : https://www.cgtrader.com/free-3d-models/scanned/various/bust-of-baronesse-sipiere\n\nShaderBall : 37 644 poly.\n\n**Software : 3Dsmax 2018. Renderer : VRay 4.30.01**\n\nLET a COMMENT and RATE the product. 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It recreates the distinctive appearance of realistic cheese with a warm yellow-orange color, soft organic surface variation, rounded edges, and numerous irregular holes characteristic of Swiss-style cheese.\n\nThe material is built entirely with Blender shader nodes, allowing the cheese color, surface detail, roughness, and overall appearance to be adjusted directly within the shader. No external image textures are required, making it suitable for close-up food renders, product visualization, kitchen scenes, stylized environments, and other projects requiring a detailed procedural cheese surface.\n\n## **Key Features**\n\n**100% Procedural Material:** Built entirely with Blender's shader nodes without relying on external image textures.\n\n**Realistic Cheese Appearance:** Recreates the characteristic yellow cheese color, soft surface variation, rounded edges, and organic visual properties of Swiss-style cheese.\n\n**Procedural Cheese Holes:** Includes numerous irregular procedural holes distributed across the surface to create a convincing porous cheese structure.\n\n**Detailed Surface Variation:** Adds subtle procedural variation to the cheese surface for a more natural and realistic appearance.\n\n**Customizable Colors:** Easily adjust the cheese color and create different variations ranging from pale yellow to warmer orange-yellow tones.\n\n**Adjustable Surface Properties:** Shader parameters can be modified to control roughness, surface response, color variation, and overall material appearance.\n\n**Seamless Procedural Detail:** The procedural setup can be adapted to different object sizes without depending on fixed image textures or UV texture resolution.\n\n**Suitable for Close-Up Renders:** The detailed procedural surface and hole patterns help maintain visual interest in medium and close-up shots.\n\n## **Technical Specifications**\n\n**Software:** Blender 5.1.2  \n**Render Engine:** Cycles  \n**Material Type:** Procedural Node-Based Shader  \n**Texture Type:** Fully Procedural  \n**UV Mapping:** Not dependent on image textures  \n**Material Style:** Realistic Food / Cheese  \n**Surface:** Porous / Soft / Organic  \n**External Textures:** Not required\n\n## **Applications**\n\nThis procedural cheese material is suitable for:\n\n- Cheese product visualization\n- Food and beverage visualization\n- Restaurant and food advertising renders\n- Kitchen and dining scenes\n- Grocery and supermarket environments\n- Food packaging mockups\n- Product advertising\n- Still-life renders\n- Photorealistic food scenes\n- Game environment assets\n- Film and cinematic scenes\n- Close-up food renders\n- Stylized food visualization\n- Interior and kitchen visualization\n\n## **Why Choose This Material?**\n\nUnlike conventional image-based cheese textures, this procedural shader provides greater control over the cheese's color, surface appearance, and overall material properties directly inside Blender. The procedural setup eliminates the need for external texture images and allows the material to be customized for different scenes and visual requirements.\n\nThe procedural hole pattern and surface variation make it particularly useful for creating realistic Swiss-style cheese without manually painting or placing individual texture details. The node-based workflow also makes it easy to modify the material while maintaining a consistent appearance across different objects and scene scales.\n\n## **Important Note**\n\nThis product is a **procedural cheese material/shader**, not a collection of standalone texture images. The material is designed for use within **Blender** and can be customized through its node setup. 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Developed entirely in **Blender v4.2.2** and rendered using the **Cycles engine**, this shader is **100% procedural**, ensuring there is no reliance on external image textures. You can easily adjust every aspect of the material, from leather grain density to wear, roughness, sheen, and bump depth—making it suitable for both photorealistic rendering and stylized visualizations.\n\nThis shader is an essential tool for artists working in **interior design, fashion visualization, furniture product rendering, gaming assets, automotive interiors**, and **high-end photorealistic presentations**. With advanced customization controls, you can create infinite variations of leather, ensuring your projects stand out with a professional finish.\n\n---\n\n### **Key Highlights – 100% Procedural Shader: No External Textures Required**\n\n1. **Fully Procedural Design**\n\n   * Built entirely within Blender’s node editor with advanced, adjustable parameters for leather grain size, bump intensity, and surface imperfections.\n   * Avoids the tiling issues common with image-based textures, providing a seamless, consistent finish at any scale.\n   * Easily adaptable for a variety of leather types: smooth, aged, worn, glossy, or matte finishes.\n\n2. **Exceptional Realism**\n\n   * Replicates the natural look of high-quality leather, including micro-wrinkles, subtle pores, and fine grain patterns.\n   * Simulates both new and aged leather with adjustable color, glossiness, and wear level controls.\n   * Delivers accurate shading and reflection behavior under different lighting conditions.\n\n3. **Performance-Optimized**\n\n   * Clean, quad-based geometry ensures smooth performance in both small and large-scale projects.\n   * Fully compatible with high-resolution rendering pipelines and real-time previews.\n\n4. **Optimized for Blender \u0026 Cycles**\n\n   * Created and tested in Blender v4.2.2 for guaranteed compatibility.\n   * Physically Based Rendering (PBR) workflow ensures realistic light interaction and material accuracy.\n\n5. **High-Quality Preview Model Included**\n\n   * Includes a pre-made UV-mapped cloth drape for quick and realistic shader testing.\n   * Perfect for showcasing the material in a real-world setup without additional modeling work.\n\n---\n\n### **Technical Specifications**\n\n* **Shader Type:** Procedural / Node-Based PBR Material\n* **Base Color:** Black (user-adjustable)\n* **Vertices:** 120,532\n* **Polygons:** 120,560\n* **Topology:** Clean, quad-dominant, optimized for performance\n* **Engine Compatibility:** Blender Cycles (Eevee not tested)\n\n---\n\n### **Included File Formats**\n\n* **.blend** – Native Blender file with complete shader setup and controls.\n* **.fbx** – Exported mesh with material slots for external rendering engines.\n* **.obj** – Universal 3D format for most applications.\n* **.stl** – Printable mesh format for 3D printing of included model geometry.\n\n---\n\n### **Use Cases \u0026 Applications**\n\n* **Furniture visualization** – Sofas, chairs, ottomans, recliners.\n* **Fashion and apparel** – Jackets, belts, handbags, shoes.\n* **Automotive interiors** – Car seats, dashboards, steering wheels.\n* **Architectural renders** – High-end interior detailing and product mockups.\n* **Game asset design** – Realistic props and character clothing.\n\n---\n\n### **Benefits of a Procedural Leather Shader Over Image-Based Textures**\n\n* Infinite resolution – No pixelation or quality loss.\n* No visible seams or tiling.\n* Fully scalable without distortion.\n* Customizable to any color, roughness, and wear level.\n* Reusable across multiple projects without dependency on texture files.\n\n---\n\n### **Why This Model?**\n\nThis shader is more than just a texture—it’s a complete, fully procedural leather material system built for serious 3D creators who demand the highest quality and flexibility. Unlike standard leather image textures, this shader offers **endless customization**, allowing you to create unique variations for every project. 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Hope you like it! 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It generates a detailed sponge appearance with irregular pores, holes, soft surface variation, and natural color and roughness variation.\n\nThe material is generated entirely through Blender's shader nodes, with **no external image textures required**. It is suitable for kitchen sponges, cleaning products, household props, product visualization, close-up renders, realistic environments, and cinematic scenes.\n\n## **Key Features**\n\n**100% Procedural:** Created entirely with Blender shader nodes.\n\n**Realistic Sponge Surface:** Generates dense, irregular pores and cavities for a natural sponge appearance.\n\n**Porous Foam Detail:** Procedural holes and surface variations create realistic foam-like characteristics.\n\n**Fully Customizable:** Adjust sponge color, pore density, pore size, roughness, bump strength, surface variation, and other material properties.\n\n**No External Textures:** Does not require image textures or UV-based texture maps.\n\n**Seamless Scaling:** Procedural detail can be adjusted to maintain suitable surface detail across different object sizes.\n\n**Realistic Surface Response:** Designed to produce soft, slightly rough sponge-like shading with detailed light interaction across the porous surface.\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:** Sponge / Porous Foam  \n**Texture Type:** Fully Procedural  \n**External Textures:** Not Required  \n**Customization:** Fully Adjustable\n\n## **Applications**\n\n- Kitchen sponge materials\n- Cleaning sponge assets\n- Household products\n- Cleaning product visualization\n- Product rendering\n- Porous foam surfaces\n- Realistic props\n- Close-up renders\n- Cinematic environments\n- VFX and motion graphics\n- Game assets\n- Interior and household scenes\n\n## **Why Choose This Material?**\n\nThis **procedural sponge shader** provides detailed control over the appearance of a realistic porous sponge surface. 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Inspired by **classic comic books, pop art illustrations, and Japanese manga inking styles**, this shader brings a **dynamic halftone dot pattern** combined with bold toon shading, making it perfect for **non-photorealistic rendering (NPR)**.\n\nWhether you are creating **comic-style animations, game-ready assets, stylized product renders, or educational demos**, this shader is a **drop-in solution** for achieving a unique, high-contrast visual style. Its fully procedural node setup ensures **infinite resolution independence**, eliminating pixelation issues and allowing unlimited scaling without loss of quality.\n\n---\n\n### **Key Features**\n\n#### **1. Fully Procedural NPR Halftone Shader**\n\n* 100% node-based—no external textures, ensuring faster rendering and easy portability.\n* Procedural halftone pattern adapts dynamically to object scale and camera distance.\n* Works seamlessly in both **Cycles** and **Eevee**, with identical results.\n* Clean, professional node structure for easy modification.\n\n#### **2. Extensive Material Customization**\n\n* **Base Color Control** – Match the halftone metal color to your project’s palette.\n* **Halftone Size \u0026 Density** – Adjust the scale of dots for a subtle or bold comic effect.\n* **Edge Highlight Control** – Add or remove outline strength for different artistic styles.\n* **Metallic \u0026 Roughness Adjustments** – Easily tweak surface reflections to achieve gold, steel, bronze, or chrome-like finishes.\n\n#### **3. Optimized Geometry for Showcase**\n\n* Vertices: **50,421**\n* Polygons: **50,421**\n* Clean, non-overlapping topology for accurate shading.\n* Even edge flow for high-quality baking if required.\n\n#### **4. Organized Shader Setup**\n\n* All shader groups neatly labeled inside the Shader Editor.\n* Modular design allows mixing with other materials or effects.\n* Beginner-friendly layout for artists new to Blender’s material system.\n\n---\n\n### **Technical Advantages**\n\n* Infinite texture resolution due to procedural generation.\n* Zero dependency on image maps, making it file-size friendly.\n* Faster previews \u0026 renders compared to high-resolution image textures.\n* Ideal for **stylized animation pipelines**, **indie game assets**, **motion graphics**, and **product visualizations**.\n\n---\n\n### **Included File Formats**\n\n* **.blend** – Native Blender file with complete procedural setup.\n* **.fbx** – Universal format for most 3D applications.\n* **.obj** – Widely supported format for modeling and texturing workflows.\n* **.stl** – For 3D printing previews or special pipeline needs.\n\n---\n\n### **Use Cases**\n\n* Stylized character and environment rendering.\n* Comic book scene creation.\n* Graphic product presentations.\n* Education \u0026 Blender material studies.\n\n---\n\n## **Why This Model?**\n\nChoosing the **Procedural Toon Metal – Halftone Shader** means you’re getting a **professionally crafted, production-ready shader** that saves you hours of setup and experimentation.\n\n* **Perfect for NPR enthusiasts** – Delivers bold, artistic visuals without complex node tweaking.\n* **Infinite scalability** – No quality loss, regardless of render resolution.\n* **Beginner to pro ready** – Clean node organization makes it easy for beginners, yet powerful enough for professionals.\n* **Versatile application** – Works in animations, games, product renders, and concept art with equal efficiency.\n\nIf you want **maximum artistic impact with minimal setup time**, this shader is the right choice for your creative workflow.","imageAlt":"3D model Procedural Toon Metal - Stylized Halftone 2","url":"https://www.cgtrader.com/3d-models/textures/miscellaneous/procedural-cartoon-metal-shader","isCLDApplicable":false,"isSaleOffApplicable":true,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/n3htbban3ytftx0zm9g2ntrm3xsm/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/procedural-toon-metal-stylized-halftone-shader-for-blender-3d-model-aff5b77484.jpg","gridUrl":"https://media.cgtrader.com/variants/n3htbban3ytftx0zm9g2ntrm3xsm/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/procedural-toon-metal-stylized-halftone-shader-for-blender-3d-model-aff5b77484.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/n3htbban3ytftx0zm9g2ntrm3xsm/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/procedural-toon-metal-stylized-halftone-shader-for-blender-3d-model-aff5b77484.webp","width":306},{"url":"https://media.cgtrader.com/variants/n3htbban3ytftx0zm9g2ntrm3xsm/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/procedural-toon-metal-stylized-halftone-shader-for-blender-3d-model-aff5b77484.webp","width":612},{"url":"https://media.cgtrader.com/variants/n3htbban3ytftx0zm9g2ntrm3xsm/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/procedural-toon-metal-stylized-halftone-shader-for-blender-3d-model-aff5b77484.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/3d-models/textures/miscellaneous/procedural-cartoon-metal-shader","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":21,"name":".blend","is_native":false},{"id":null,"name":null,"is_native":false},{"id":12,"name":".obj","is_native":false},{"id":51,"name":".stl","is_native":false},{"id":5,"name":".fbx","is_native":false},{"id":215,"name":".png","is_native":false}],"categorySlug":"textures","subcategorySlug":"miscellaneous","categoryTitle":"Textures","subcategoryTitle":"Miscellaneous","schemaImageUrl":"https://img-new.cgtrader.com/items/5169171/aff5b77484/procedural-toon-metal-stylized-halftone-shader-for-blender-3d-model-aff5b77484.webp","saleOffDiscount":40,"eligibleForSubscription":true,"subscriptionSubscribed":true,"subscriptionPotential":false,"subscriptionTierBand":"premium"}},{"id":"3188049","type":"listingItem","attributes":{"id":3188049,"title":"Tactile Pavement Material","price":0.0,"description":"Tactile Pavement material created in Substance Designer. 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It took me sooo long to find a solution and when I got it, I stopped short of ordering pizza, LOL! Now, I get to share it with you guys!\n\nSimply put, this shader is deeply based in the reflective nature of metal and shape, despite not looking reflective - this does mean it's **_Eevee only - Shader to RGB_**.\n\n**_You can:_**\n - _Control the size of the specularity and it's opacity._\n - _Control the size of the diffuse and it's opacity._\n - _Control the size of the sheen diffuse mask and it's opacity over the material._\n - _Control reflection bands scale and opacity._\n - _Control true reflection opacity._\n - _The size of the reflection barriers on the inside and outside of the shape's silhouette._\n - _Fresnel sizes (forms masks and additional reflective behavior)._\n - _Normal maps are supported - image - normal map node - shader._\n - _Additional Darkening controls for low-light scenes. This is to help with world light and other issues._\n\n**_Included:_**\n - _Metal Shader + Turntable with Suzanne_\n\n**_Metal Shader_**  \n - **Color**  \n_Texture/Color input_\n - **Sheen Diffuse Size**  \n_Sheen refers to the fresnel elements that give the material extra bling. The sheen is limited by a diffuse mask and this controls the size of that mask._\n - **Sheen Diffuse Opacity**  \n_Sheen Diffuse mask opacity_\n - **Final Diffuse Size**  \n_Functions like any hard toon diffuse_\n - **Final Diffuse Opacity**  \n_Determines the darkness of the darker side of the diffuse_\n - **Dark Spec Size**  \n_Dark spec refers to the black underside of the material, this is based on dark reflections that give highly reflective materials their signature look, simplified! This control scales the size of the values included._\n - **Dark Spec Mask Outer (Fresnel)**  \n_The Dark Spec Size above is masked by this and the next with Fresnel borders, to create that signature cutoff black section._\n - **Dark Spec Mask Inner (Fresnel)**  \n - **Dark Spec Opacity**  \n_This gives you the option to have that black or not have it. Personally, it should stay there, regardless._\n - **Spec Size**  \n_Typical specularity and it's size_\n - **Spec Opacity**  \n_Typical Specularity and it's opacity_\n - **Reflection Bands Opacity**  \n_A personal stylistic favorite, but I know not always appropriate, so you can turn it off here._\n - **Reflection Bands Texture Scale**  \n_Self-explanatory_\n - **Reflection Opacity**  \n_True reflection opacity masked with Fresnel edges to maintain some of the metal shader._\n - **Normal**  \n_Normal Map input_\n - **Normal Influence - Reflection Bands**  \n_Sometimes they should get influenced, and sometimes they should not. 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Leather Material\n2. Tree Bark Material\n3. Foil Material\n4. Rusty Metal Material\n5. Concrete Material\n6. Watermelon Material\n7. Gold Material\n8. Scratched Metal Material\n9. Gold Nugget Material\n10. 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As seen in preview1.jpg, the project focuses on bold ink outlines, cell shading, and a custom \"Renderbucks\" logo to give a classic 2D animation feel to a 3D asset.\nfbx, obj, mtl file extension doesn't support these textures. \nSo it's to download .blend file format, \nHowever you can still follow \"fbx_obj_mtl_step.zip\" steps in that zip.","imageAlt":"Toon Style Coffee Cup","url":"https://www.cgtrader.com/free-3d-models/food/beverage/toon-style-coffee-cup","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/63797ebb99zm0p7w3y0b32a93d5z/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/preview1.jpg","gridUrl":"https://media.cgtrader.com/variants/63797ebb99zm0p7w3y0b32a93d5z/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/preview1.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/63797ebb99zm0p7w3y0b32a93d5z/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/preview1.webp","width":306},{"url":"https://media.cgtrader.com/variants/63797ebb99zm0p7w3y0b32a93d5z/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/preview1.webp","width":612},{"url":"https://media.cgtrader.com/variants/63797ebb99zm0p7w3y0b32a93d5z/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/preview1.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/food/beverage/toon-style-coffee-cup","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":21,"name":".blend","is_native":false},{"id":215,"name":".png","is_native":false},{"id":5,"name":".fbx","is_native":false},{"id":12,"name":".obj","is_native":false}],"categorySlug":"food","subcategorySlug":"beverage","categoryTitle":"Food","subcategoryTitle":"Beverage","schemaImageUrl":"https://img-new.cgtrader.com/items/6494277/06e92ef6f3/toon-style-coffee-cup-3d-model-06e92ef6f3.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"7576988","type":"listingItem","attributes":{"id":7576988,"title":"Procedural Magma Lava Rock Material - Volcanic Shader","price":24.99,"description":"## **Overview**\n\nThe **Procedural Magma Lava Rock Material** is a fully procedural, node-based shader created in **Blender 5.1.2** and optimized for the **Cycles render engine**. 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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The so called \"quicksilver\" because it is the only liquid metal (at room temp).\nHowever, you will not survive so quick if you come across this metal without a respirator.\n\nTexture sitting in a blank sphere because I just said why in the intro. Try to guess.\n\n\nProcedural mercury PBR material — node-based source, no image textures at the core, infinitely scalable. Baked sets included for everyone else.\n\nFully adjustable in Blender: every state you see in the previews — freshly distilled mirror, technical-grade purity, warm and cool spectral cast, light surface scum, heavy floating scum, rafted debris, capillary ripple, amalgam staining, frozen solid, half and fully contaminated — is one shader-node slider, not a separate texture set. Use as-is or push past anything shown.\n\nMercury has the highest surface tension of any liquid at room temperature — around 485 mN/m, nearly seven times that of water. It refuses to wet almost anything it touches and beads up instead. A drop under about two millimetres is a near-perfect sphere; any larger and gravity begins to flatten it. The ball here is that drop, scaled up so you can see the surface properly. At this size real mercury would slump into a puddle — the sphere is the shape, not the scale.\n\nMercury does not tarnish. At room temperature it barely reacts with air at all; to grey it you have to hold it near 350 °C for a long time. So there is no age dial and no patina dial, on purpose. What makes real mercury dirty is what it picks up: dissolved base metals come back out as a fine dull skin, dust settles on top, and all of it floats. One Contamination dial drives the scum and debris together, from laboratory-clean to neglected.\n\nEverything floats on mercury. At 13.5 g/cm³ it is denser than almost anything you could drop on it, so contamination cannot cling to the underside of a drop — it rides on top. Float Bias masks scum and debris to the upward-facing surface by world normal. Rotate the object and the dirt stays on top, where it belongs. That placement is the difference between contaminated mercury and a dirty metal shader.\n\nFloating debris does not scatter evenly, either. Small floating particles pull toward each other by capillary attraction and gather into rafts, leaving clean mirror between them. Debris Clustering controls exactly that — how much the specks raft together instead of peppering the surface.\n\nThe Capillary Ripple wavelength defaults to 1.91 mm. That number is mercury's capillary length, the square root of surface tension over density times gravity — the scale at which surface tension and gravity balance on this liquid. Amplitude and Damping set how disturbed the surface is and how quickly the ripple dies out.\n\nMercury dissolves many metals it touches, forming amalgams — which is why it has always been stored in containers made of one of the few metals it cannot wet. Where it has picked up metal it goes dull and grey and loses some of its mirror. Amalgam Staining is that, with an Edge Bias that concentrates it toward the edges of the patches, the way it gathers in practice.\n\nBelow −38.83 °C it freezes. It is the one state change you can reach without a furnace, and the only point at which mercury stops being a mirror: the surface turns into crystalline grain. Freeze Amount, Grain Scale and Grain Contrast take it from liquid to solid.\n\nColour is built on measured reflectance — roughly 78 percent at normal incidence, almost neutral with a faint warmth. Purity walks it down toward technical grade. Spectral Slope tilts the tint warm or cool, within limits real mercury can actually reach.\n\nAt defaults this is clean, freshly distilled mercury, and the baked maps reproduce the procedural source exactly — verified by baking both and differencing them: mean and maximum difference 0.0.\n\n\nThe sphere is just the display stand. It is a procedural surface, so it goes onto whatever you are building — a thermometer bulb, a spill across a lab bench, a pool in a crucible, a liquid-metal creature, sci-fi coolant — with no seams, no tiling and no resolution ceiling.\n\nA chrome shader is a mirror. Mercury is a mirror that behaves like a liquid: dirt floats on top instead of coating it, debris rafts instead of scattering, ripples form at a scale set by its own physics, and below a certain temperature it stops being liquid at all. A generic chrome material cannot do any of that, and people notice when a liquid metal looks like a polished ball bearing.\n\nBuilding the node network was the quick part. Finding out what actually collects on the surface of real mercury — and what never does — was what took the time. It is all written down in the file, down to why there is no tarnish dial.\n\n\nMetallic/roughness workflow. 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It recreates the appearance of a weathered rocky surface covered with rich green moss, featuring detailed stone formations, rugged surface variation, natural color transitions, and realistic moss coverage.\n\nThe material is built entirely with **Blender shader nodes**, allowing the stone color, moss coverage, surface detail, roughness, and other material properties to be adjusted directly within the shader. 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