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About this plugin\nBraineyBites Alpha Map Generator is a Blender add-on that takes the guesswork out of building custom detail brushes. Sculpt a bit of surface detail (wrinkles, pores, cracks, whatever) on a flat plane, or point it at a folder of reference photos, and it turns that into a proper alpha map -- then batch-converts your whole library of alphas into ready-to-use Sculpt or Paint brush assets, complete with an automatically rendered preview icon for each one, filed into your own Asset Browser catalog. Built for anyone who wants a real pipeline for making brushes instead of hand-rolling each one.\n\n2. What this addon does\nSculpt or generate detail alpha maps, then batch-turn them into ready-to-use Sculpt or Paint brushes -- complete with an auto-rendered preview icon for each one.\n\n3. Recommended Blender version\nBlender 4.0 or newer. Built and tested primarily on Blender 5.2 LTS. 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The addon itself will have installed and be working correctly regardless.\n\n5. The two sections\nEverything lives in one sidebar tab, split into two collapsible sections. Section names have no numbers -- just click the triangle next to a section's name to expand or collapse it.\n\n5.1 Alpha Map Creation\nThis is where you make the actual detail alpha (the black-and-white height map a brush uses).\n\n- ●\tSculpt: hand-sculpt your own detail.\n- ●\tClick Setup Alpha Creator Scene -- this adds a camera and a flat, sculptable plane with locked edges.\n- ○\tSculpt your detail directly on that plane, same as sculpting anything else in Blender.\n- ○\tGive it a Name, pick a Save Location (or leave blank to save into an “Alphas” folder next to your .blend file), pick a Resolution, then click Create Alpha Map. 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Easiest way: split the timeline (or any area) at the bottom of the screen and change its editor type (the icon in the top-left of that area) to Asset Browser. It doesn't need to be big or in any particular spot -- it just has to be open somewhere on screen.\n\n- ●\tImport picks up whatever catalog is currently selected/highlighted inside that open Asset Browser -- click a real catalog there first, then Import.\n- ●\tCreate makes a brand-new catalog using the name you type, and switches future brushes to file into it. This also needs an Asset Browser open, for the same Blender-level reason.\n- ●\tAlphas list: every alpha ready to become a brush.\n- ●\tThe checkbox on each row is Done. It's entirely manual -- checking it means “skip this one” on your next Generate Alpha Brush or Refresh Icons \u0026\u0026 Fix Order pass. 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Multiple UV Transfer Tool\n\nSpeed up your UV workflow in Autodesk Maya with the UV Transfer Tool.\n\nInstead of manually unwrapping every identical object, simply unwrap a single Driver Object, select all Target Objects, and transfer the UVs to all of them with just one click.\n\nPerfect for scenes with repeated assets such as pillars, chairs, helmets, props, modular environment pieces, and other duplicate meshes, helping you save time and eliminate repetitive UV work.\n\nFeatures\n\nOne-click UV transfer\nTransfer UVs from one Driver Object to multiple Target Objects\nSave hours of repetitive UV work\nSimple and beginner-friendly workflow\nFast installation with automatic shelf button\n\n\n4.  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Procedural Builder Tool Maya\n\nStop duplicating and placing by hand\n\nProcedural Builder builds the repetitive parts of your modeling for you. Pick a curve or a mesh, set a few numbers and press Create / Update. You get a live preview that updates while you change anything. Edit the curve later and the result follows it. When you are happy, press Finalize and it becomes normal, clean Maya geometry.\n\n5 tools in one window\n\nPIPE\n\nSelect a curve and get one smooth, continuous pipe that follows it exactly.\nChoose hollow or solid, number of sides and closed ends. The radius is picked automatically.\nOr select your own mesh (cylinder, pipe, cable, rope) and bend it along the curve. Its thickness stays the same.\nMove the curve points and the pipe follows.\nON CURVE\n\nPlace any object along a curve: chain links, fence posts, lamps, rocks, rails.\nSet the count (even decimals), and copies can bend to follow the curve or stay rigid.\nRandomize rotation, scale and position. 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Fast City comes with a curated low-poly asset pack, including buildings, infrastructure, and vehicles—ready for production use or quick testing.\n\n**Features**\n\n- Set a seed to reproduce the same city layout every time\n\n- Multiple tile types: straight roads, curves, T-junctions, crossroads\n\n- Buildings with adjustable size and density distribution, including support for block buildings\n\n- Parks that can represent anything: plazas, skateparks, forests, and more\n\n- Optional river with bridges integrated into the road network\n\n- Optional traffic simulation with cars that move, stop, and follow intersection phases; can run endlessly or be baked to keyframes\n\n- Adjustable tile size\n\n- Bake function to convert city tiles into single meshes for buildings, streets, parks, and rivers\n\n- Objects are created directly in Cinema 4D as render instances for easy editing\n\n**City Elements (Procedural and Customizable)**\n\nStreets (Straight, Curve, T, Cross), Buildings (Block Straight, Block Corner, Generic), Parks, Rivers (Straight, Curve), Bridges, Traffic Cars\n\n**How to Use**\n\nCopy the FastCity folder into your Cinema 4D plugins directory\n\nRestart Cinema 4D\n\nThe plugin will appear in the Plugins menu\n\nSet your generation parameters (grid size, tile size, layout options)\n\nGenerate your city or click Generate New to create a variation\n\nYou can move or duplicate any tile within the city structure and re-evaluate the assets, allowing buildings to update and traffic to adapt to newly created streets.\n\n**Output Structure**\n\nThe plugin builds a tile-based city hierarchy with all streets, buildings, parks, rivers, and cars created as render instances.\n\n**For Best Results**\n\nStart with smaller grids to test layouts\n\nCombine parks, rivers, and falloff curves to break up dense city areas\n\nReplace generated procedural assets with your own models\n\nUse the traffic system to bring the city to life\n\n_**The FastCity Generator creates a complete, editable city layout in seconds—with simulated traffic included.**_\n\nI will always find an individual solution for your 3D requirements, so do not hesitate to ask.\n\nYou are not alone with this 3D-asset, if you have any questions or suggestions or need a different format, please contact me:\n\nWeb | www.danielweinlein.com\n\nMail | d.wstudios@hotmail.de\n\nThank you!\n\nCopyright: Daniel Weinlein 2026\n\n","imageAlt":"3D asset FastCity Generator for Cinema 4D","url":"https://www.cgtrader.com/3d-models/scripts-plugins/modelling/fastcity-generator-for-cinema-4d","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/lptj1n3vs4bjrw8lkp43b54cp21z/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/th1.jpg","gridUrl":"https://media.cgtrader.com/variants/lptj1n3vs4bjrw8lkp43b54cp21z/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/th1.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/lptj1n3vs4bjrw8lkp43b54cp21z/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/th1.webp","width":306},{"url":"https://media.cgtrader.com/variants/lptj1n3vs4bjrw8lkp43b54cp21z/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/th1.webp","width":612},{"url":"https://media.cgtrader.com/variants/lptj1n3vs4bjrw8lkp43b54cp21z/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/th1.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/3d-models/scripts-plugins/modelling/fastcity-generator-for-cinema-4d","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":true}},"metaverseFormatsList":[{"id":6,"name":".c4d","is_native":false},{"id":null,"name":null,"is_native":false},{"id":215,"name":".png","is_native":false},{"id":5,"name":".fbx","is_native":false},{"id":117,"name":".gltf","is_native":false},{"id":12,"name":".obj","is_native":false}],"categorySlug":"scripts-plugins","subcategorySlug":"modelling","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Modelling","schemaImageUrl":"https://img-new.cgtrader.com/items/6823707/1a4b9f4d0c/fastcity-generator-for-cinema-4d-3d-model-1a4b9f4d0c.webp","saleOffDiscount":0,"eligibleForSubscription":true,"subscriptionSubscribed":false,"subscriptionPotential":true,"subscriptionTierBand":"premium"}},{"id":"7399821","type":"listingItem","attributes":{"id":7399821,"title":"PBR Generator DEMO Script for 3dsmax","price":0.0,"description":"# PBR Generator Demo for 3ds Max\n\n**Free PBR texture baking script for Autodesk 3ds Max.**\n\nPBR Generator Demo is a free 3ds Max script for automating PBR material conversion and texture baking. Analyze supported materials, extract bitmap textures from complex shader structures, preserve UV tiling, and generate PBR maps with less manual work.\nOfficial website:  \nhttps://pbrgenerator.blogspot.com/\n### Key Features\n\n- One-click PBR workflow automation\n- 9-channel material analyzer\n- UV matrix preservation, including tiling and offsets\n- Deep bitmap extraction from supported material and map structures\n- V-Ray and Autodesk Physical Material support\n- Normal map generation from Height maps\n- Roughness calibration\n- Live texture preview\n- PNG, JPG, and TGA texture export\n\n**Baking Limit:** 512 × 512 pixels.\n\n**Compatibility:** Autodesk 3ds Max 2020+, V-Ray 5, 6, and 7.\n\nGet the Full Version\n\nUnlock the 11-channel analyzer, Corona Physical and glTF material support, Blender export, and texture baking up to 4K.\n\nFull Version — PBR Generator on Cgtrader:  \nhttps://www.cgtrader.com/3d-models/scripts-plugins/texturing/pbr-generator-script-for-3dsmax\n\n### Video Tutorials\n\nWatch PBR Generator in action:  \nhttps://www.youtube.com/playlist?list=PLd7axV8uZ8mA\nhttps://youtu.be/GbCOgvW9Pbo\n\n### Documentation\n\nOfficial website:  \nhttps://pbrgenerator.blogspot.com/","imageAlt":"PBR Generator DEMO Script for 3dsmax","url":"https://www.cgtrader.com/free-3d-models/scripts-plugins/texturing/pbr-generator-demo-script-for-3dsmax","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/lujtz9c61zzdgq9kxy6a3tsakrne/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/4gdfgfdg.jpg","gridUrl":"https://media.cgtrader.com/variants/lujtz9c61zzdgq9kxy6a3tsakrne/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/4gdfgfdg.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/lujtz9c61zzdgq9kxy6a3tsakrne/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/4gdfgfdg.webp","width":306},{"url":"https://media.cgtrader.com/variants/lujtz9c61zzdgq9kxy6a3tsakrne/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/4gdfgfdg.webp","width":612},{"url":"https://media.cgtrader.com/variants/lujtz9c61zzdgq9kxy6a3tsakrne/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/4gdfgfdg.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/scripts-plugins/texturing/pbr-generator-demo-script-for-3dsmax","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":100,"name":".pdf","is_native":false},{"id":222,"name":".mp4","is_native":false},{"id":215,"name":".png","is_native":false},{"id":110,"name":".ms","is_native":false},{"id":17,"name":".max","is_native":false},{"id":216,"name":".jpg","is_native":false}],"categorySlug":"scripts-plugins","subcategorySlug":"texturing","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Texturing","schemaImageUrl":"https://img-new.cgtrader.com/items/7399821/a312477b9d/pbr-generator-demo-script-for-3dsmax-3d-model-a312477b9d.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"2413317","type":"listingItem","attributes":{"id":2413317,"title":"VSHADE Professional Shader System for Blender Cycles and Eevee","price":44.99,"description":"Do you think Blender's shader system is too complicated? Do you think when I want create realistic materials, it is too hard in Blender and this takes me a lot of time? Do you think when I create complicate material, node setup looks like spider web and confusing? Do you think why Blender has not easy setup interface like other render engines, example Vray, Arnold, Corona etc? If you think like these, then VSHADE is exactly what you are looking for.\n\nVSHADE is a node group collection developed for Blender. The most important feature of this collection is that it is, an easy to setup, all-in-one material system, that is not in the Blender. In the same time, it can do this as high quality as possible and physically corrected, and also compatible for PBR material setup (it supports **METALLIC** and **SPECULAR** workflows). It has a lot of material nodes for this. With this node groups can be setup a material of desired level. If you want you can use **Uber** node system that all-in-one, or other node groups for specific needs (solid, refraction, glass, glossy, SSS etc.) and you can create desired materials easily and realistic.\n\nVSHADE is especially developed by reference to V-Ray system. As you can easily see, many of the VSHADE's settings are very similar to the V-Ray settings. That's why the V-Ray users can easily adapt to the VSHADE system.\n\n** **\n\u003e **You can also look VMATS Material Library for Blender Cycles and Eevee**\n\n\u003e **( https://www.cgtrader.com/3d-models/textures/architectural-textures/vmats-material-library-for-blender-vshade )**\n** **\n\u003e **VSHADE 1.8.2 released...**\n** **\n\u003e **Vshade works under Blender 2.83, 2.90, 2.91, 2.92, 2.93, 3.0, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 4.0, 4.1, 4.2, 4.3, 4.4, 5.0 and newer versions. Vshade will update for new Blender versions.**\n** **\n\u003e **For detailed informations of all nodes, please download and read documentation pdf.**\n** **\n\n**KEY FEATURES**\n\n- **Easy to use**,  All in one,  **Clear interface**,  Well documented\n- Example scenes,  **PBR Ready (supports \"METALLIC\" and \"SPECULAR\" workflows)**\n- **Integrated directly in Blender**,  Totally Linear Workflow,  **ANISOTROPIC SHADER FOR EEVEE**\n- PARALLAX OCCLUSION MAP (POM),  Realistic and Physically Correct **ABSORPTION**\n- Realistic and Continious DISPERSION**,  Realistic Refraction,  **MICRO ROUGHNESS**\n- Roughness based **PHYSICALLY CORRECT FRESNEL**,  Separated Refraction and Reflection\n- **CONDUCTIVE FRESNEL (for metals)**,  Limitable Per Material Bounce (MAX DEPTH) and Exit Color\n- **Metalness** and **Edge Tint** support,  **THIN FILM (INTERFERENCE)** node\n- CUSTOM SHADOW and Affect Shadow,  **FAKE CAUSTICS**,  EFFECT nodes\n- Realistic **SKIN** node,  Realistic **HAIR** node,  Realistic **CAR PAINT** node\n- Realistic **VOLUMETRIC** node,  Realistic **FLAME** node, **NORMAL COMBINER**,  NORMAL MAP MERGER\n- 33 HQ **PROCEDURAL TEXTURE** NODES (Asphalt), (Brick Tiles), (Cardboard), (Caustics), (Cobblestone), (Concrete), (Cork), (Desert), (Eye), (Galaxy), (Gas Planet), (Granite), (Ground), (Marble), (Moon)\n- Custom Transparent,  **TWO SIDED** nodes,  **Seamless Texture Animation**\n- **EDGE DETECTION** nodes,  **DIRT**, **GRUNGE** and **SCRATCH** nodes\n- Multiple Blend nodes,  **Color Levels** nodes,  **Special nodes**\n- Custom Gradient nodes,  **Falloff nodes**,  Color nodes\n- **Math nodes**,  Vector Math nodes,  **Logic Nodes (IF)**,  Vector Transform nodes\n\n**PLUS**\n\n- **IOR List Table**,  Reflection Roughness Table,  **Refraction Roughness Table**\n- Diffuse Roughness (Sigma) Table,  **Reflection Ratios Table**,  Subsurface Scattering Values Table\n- **Abbe Values (for Dispersion) Table**,  Color Temperature Table for Light Sources,  **Light Lumen Values Table**\n\n**DOCUMENTS**\n\n- Vshade ( **https://www.mediafire.com/folder/r1hm6c80ov79j/Vshade** )\n\n**REVIEW**\n\n- BlenderNation ( **https://www.blendernation.com/2020/12/30/blender-review-vshade-shaders-and-vmats-materials/** )\n\n**CONTACT US**\n\n- For more details, please visit **https://hikmetkoyuncu.blogspot.com**\n- Got questions not on FAQ? We'd love to hear from you. Email to **hikmetkoyuncuproducts@gmail.com**\n\n**FAQ**\n\n\u003e **Why should I buy it?**\n\n\u003e For professionals, time is money. Creating a realistic material generally too hard and time consuming. An average scene has many objects, and each object has at least one material. When we start create materials for all of this objects, this takes much much more time. When you have to repeat this action for every scene, every time you need to waste your time. And time is money.\n\n\u003e For amateurs, I think there are master artists who are great at creating materials! I can not understand how they do it. But I want to create great materials and great scenes too. How can I do? Blender's shader system can be too complicated when I want create realistic materials.  I want create realistic materials easily and I don't want my shader setup turns like spider web.\n\n\u003e **How many nodes do I get purchased?**\n\n\u003e Vshade contains 376 nodes.\n\n\u003e **Can I use this on my commercial projects?**\n\n\u003e Absolutely! You're free to do this as long as you don't sell and/or redistribute the nodes in the raw format and claim exclusive ownership.\n\n\u003e **Why the cheap price for such high quality?**\n\n\u003e We believe in empowering the Blender community of artists and this is our way of making it accessible to everyone - students and professionals alike.\n","imageAlt":"VSHADE Professional Shader System for Blender Cycles 3D 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algorithm. Experience faster calculation times and smart, automatic overlapping prevention.\n- **Physics-Based Simulated Droplets**: Droplets now realistically cling to and flow down the contours of your meshes. Customize the flow dynamics with a massive suite of new settings.\n- **Simulation Preview**: Instantly preview your simulation, tweak parameters, and cycle through seeds on the fly before committing.\n- **Infinite Shape Variations**: Utilizing the latest Blender Geometry Nodes features, droplet shapes are now generated with near-endless procedural variety. No more repetitive patterns.\n- **Deforming Mesh \u0026 Armature Support***: Safely apply droplets to animated meshes, deforming meshes with shape keys or rigged characters with stable particle counts and zero glitching. *not working with simulated droplets yet\n- **Droplet Relaxation**: Easily adjust the proximity threshold between droplets to effortlessly create realistic condensation patterns.\n- **Dynamic Trailmaps**: Enable simulated droplets and harness the new trailmap attribute directly inside your shader editor to leave behind realistic moisture trails. Add a procedurally generated noise overlay to add more realism.\n- **Procedural Masking**: Dynamically remove droplets from specific areas based on occlusion or edge angles.\n- **New Example Scenes**: Completely new example blender scenes, all ready to render (optimized for Cycles).\n\nlink to water bottle model by \"necmettinturkan\" on SF\n\n- - - -\nFull procedural droplet generator for Blender 3.1 and upwards.\n\nQuickstart \u0026 Tutorial video\nhttps://youtu.be/2_4sIu0v_rc\n\n**New Features for version 2.1:**\n\n- install and use like a regular addon (no need to append the node tree manually each time)\n- Draw Custom Droplet path option (sticks to surface)\n- set maximum droplet count option (crash safe)\n- more shape customizations\n- new example scene (leaf droplets)\n\n**New Features for version 2:**\n\n- Much more control over the shapes\n- More advanced settings\n- Better performance\n- Long Droplets\n- Animation Support (Wip)\n\n**Full Procedural**\nAll geometry is being created %100 procedurally, which enables great customization and performance.\n\n**Full Customizable**\nMade to be easy to use, all settings are self-explanatory. You have tons of options to make your own versions of droplets. Modify it even further with the newly added \"advanced settings\" section.\n\n**Droplet Trails**\nAdd an extra bit of realism to your droplets with the trail option.\n\n**Droplet Shader**\nRender the best looking droplets with the included custom droplet shader, where you can limit ray depth and shadows.\n\n**Non-Overlapping**\nUsing proximity between the droplets, all distribution happens without any unrealistic looking overlapping droplets. You can of course change the proximity value to your liking.\n\n**Custom Weightmaps**\nCreate custom weightmaps to limit the distribution of the droplets on your mesh. You can also limit each dropletgroup on its own (long, big, medium, small).\n\n**Animation Support (Wip)**\nBring life to your renders with animated long droplets, customize the shapes and make everything look more realistic. 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You can animate the origin and I included a special aim output to the node to help you do just that!\n  - Has a distortion texture to make each frame as unique as a sketch.\n  - Dissolves the sketch lines into white - not just fading to white.\n  - Has an aim feature to animate and target your point of impact with precision.\n  - Adds additional spikes for more impact on masked option.\n  - Options to scale both the image noise- and the spike noise textures.\n  - A slider to reduce spike influence.\n  - Masked VS whole image option to allow you isolation of objects or to include your environment.\n[//]: # (Hello)\n\n**_Inversion_**\nCommon photo negative, with some additional controls, like value above 1, to make your contrast higher, for example.\n  - Inversion is slider based, so you can transition between the original and the inversion effect specifically\n  - A value (Brightness) slider to boost the image for more explosive scenarios - can also darken.\n[//]: # (Hello)\n\n**_White Background Glow_**\nA staple of slow motion shots, the white background with the glow, can also make for a wonderful flash frame or set of impact frames themselves - a personal fav!\n  - Glow size for that surreal memory feel. You can drastically reduce it or even turn it off this way if desired.\n  - Softness factor let's you interpret the node for your specific scene more\n  - A slider between the original image and the final result allows much more animation and transition control for you to move your character from one environment, into a surreal one, for example.\n  - BONUS! Basic outline group node with custom color control - normals based.\n[//]: # (Hello)\n\n**_Darkened Background_**\nThis usually precedes the main impact frames, so it had to be included. 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I recommend preceding or following it with a fully white frame. \n  - As simple as they come!\n  - The only options for editing here are inside the nodegroup - I only recommend messing with the normals to get the right angle.\n[//]: # (Hello)\n\n**_Normal Rotation_**\nOne of my personal favs, this one is trippy. Inspired by many flashing impact frames, this one has a wobble and linear option. 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With **Dynamic Slice and Cap** add-on, you can create section models like 3dsmax. And you can animate and render your works. This add-on works like 3dsmax's  **Slice**  and  **Cap Holes**  modifiers.\n \n** **\n\u003e **Dynamic Slice and Cap 1.2.1 released...**\n** **\n\u003e **Vshade works under Blender 2.82, 2.83, 2.90, 2.91, 2.92, 2.93, 3.0, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 4.0, 4.1, 4.2, 4.3, 4.4, 5.0 and newer versions. 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One click builds a complete, fully controllable eye with no manual shading required.\n\n## 1. What's Included\n\nThe ZIP file contains the Procedural Eye Generator add-on, installable directly through Blender's Add-ons preferences.\n\n* One-Click Eye Generation\n* Fully Node-Based Shader\n* Built-In Geometry Detail\n* Modifier Compatibility\n* Works With Any Character\n* No External Textures Required\n* No Additional Add-ons Required\n\n## 2. Key Features\n\n### 2.1 Iris and Pupil\n\n* Independent iris and pupil colors\n* Separate inner and outer iris colors with blending controls\n* Adjustable pupil size and scale\n* Matching shape preset system for both pupil and iris\n* Shape presets include:\n\n  * Squircle\n  * Diamond\n  * Sides\n  * Depth\n  * Rotate\n  * Triangle\n* Independent iris scale controls for X and Y\n\n### 2.2 Veins and Redness\n\n* Adjustable vein color\n* Vein scale and strength controls\n* Adjustable vein thickness\n* Capillary multiplier\n* Vein reach control\n* Dedicated back-of-eye redness system\n* Redness zone size\n* Redness intensity\n* Redness reach\n* Redness fade\n* Procedural redness noise\n\n### 2.3 Surface Detail and Patterns\n\n* Adjustable iris roughness\n* Iris bump strength\n* Iris distortion\n* Fiber detail controls:\n\n  * Strength\n  * Scale\n  * Detail\n  * Roughness\n  * Distortion\n  * Noise\n* Multiple built-in procedural pattern layers:\n\n  * Radial Lines\n  * Rings\n  * Noise\n  * Cells\n  * Wave\n  * Brick\n  * Magic\n  * Cracks\n* Adjustable sclera roughness\n* Sclera subsurface weight\n* Eye-wetness controls\n\n### 2.4 Emission and Glow\n\nEvery major color element can have its own independent emission strength.\n\nThis includes:\n\n* Iris inner color\n* Iris outer color\n* Pupil\n* Sclera\n* Limbal ring\n* Limbal border\n* Veins\n* Every procedural pattern layer\n\nThe shader is designed for glowing, supernatural, fantasy, and sci-fi eye designs.\n\nFor emission and glow effects, switch the viewport to Rendered shading to preview the result.\n\nImportant: The Color Override toggle must be enabled before changing the corresponding color field. If Color Override is disabled, changes to that color will not take effect.\n\n### 2.5 Procedural Surface Geometry\n\nThe Geometry Nodes modifier adds real procedural surface detail to the eye.\n\nAvailable controls include:\n\n* Subdivision level\n* Corneal bulge height\n* Corneal bulge radius\n* Corneal bulge falloff\n* Pupil depth\n* Iris forward tilt\n* Limbal groove\n* Additional procedural surface deformation\n\nThis provides a fast and strong starting point for creating detailed eyes.\n\nThe generated geometry is designed as a procedural base and is not intended to completely replace manual sculpting for highly detailed photorealistic characters.\n\n## 3. Compatibility and Requirements\n\n* Blender 4.0 and newer\n* Built and recorded in Blender 4.5 LTS\n* Render Engine: EEVEE and Cycles\n* Shader and Geometry Nodes setup only\n* No external textures required\n* No additional add-ons required\n\n## 4. Installation\n\n1. Download the ZIP file.\n2. Extract the ZIP file if required by the download package.\n3. Open Blender.\n4. Go to Edit \u003e Preferences \u003e Add-ons.\n5. Click Install from Disk.\n6. Select the downloaded ZIP file.\n7. Enable the Procedural Eye Generator add-on from the Add-ons list.\n\n## 5. Quick Start\n\n1. Open Blender.\n2. Press Shift + A or use the Add menu.\n3. Select BPEG Eye.\n4. A fully procedural eye will be added to the scene.\n5. Switch the viewport to Rendered shading.\n6. Open the Shader Editor.\n7. Locate the Principal Eye Shader node.\n8. Adjust the available controls directly from the node.\n\n### Important Color Control\n\nBefore changing any color field, enable its Color Override toggle first.\n\nIf Color Override is disabled, changes to that color will not be applied.\n\nThis is the most common issue for first-time users.\n\n### Emission and Glow\n\nTo preview emission and glow effects:\n\n1. Switch the viewport to Rendered shading.\n2. Locate the desired emission Strength control.\n3. Increase the corresponding Strength value.\n\nEach supported color and pattern element has its own emission control.\n\n## 6. Known Limitations\n\n* This is a procedural eye system and is intended to provide a powerful starting point rather than completely replace manual sculpting.\n* The generated eye will not produce fully photorealistic surface detail on its own.\n* For highly realistic characters, additional manual sculpting and detailing is recommended.\n* The Geometry Nodes detail layer uses Blender-native modifiers.\n* If exporting the eye to other software, apply the Geometry Nodes modifier before export when required.\n\n## 7. Support and Links\n\n### Stay Connected and Learn More\n\nIf you'd like to see more of my work, behind-the-scenes sculpting timelapses, tutorials, and tips for anime-style and realistic character creation, check out my platforms.\n\n- YouTube: https://www.youtube.com/@braineybites\n- Website: https://www.BraineyBites.com\n- ArtStation: https://www.artstation.com/braineybites\n- Patreon: https://www.patreon.com/c/BraineyBites\n\n## 8. License and Usage Terms\n\n- Free for personal and commercial use.\n- You may use the generated eye assets and resulting renders in personal and commercial projects.\n- You may not resell, redistribute, re-upload, or share the Procedural Eye Generator plugin file itself.\n- If someone else wants to use the plugin, please share the original download link instead of distributing the plugin file.\n","imageAlt":"BraineyBites - Procedural Eye Generator for Bl...","url":"https://www.cgtrader.com/free-3d-models/scripts-plugins/modelling/braineybites-procedural-eye-generator-for-blender","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/s2cbw2e2kjepqgrvzun6gndr9x51/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/ChatGPT%20Image%20Aug%207%2C%202026%2C%2010_46_12%20PM.jpg","gridUrl":"https://media.cgtrader.com/variants/s2cbw2e2kjepqgrvzun6gndr9x51/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/ChatGPT%20Image%20Aug%207%2C%202026%2C%2010_46_12%20PM.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/s2cbw2e2kjepqgrvzun6gndr9x51/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/ChatGPT%20Image%20Aug%207%2C%202026%2C%2010_46_12%20PM.webp","width":306},{"url":"https://media.cgtrader.com/variants/s2cbw2e2kjepqgrvzun6gndr9x51/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/ChatGPT%20Image%20Aug%207%2C%202026%2C%2010_46_12%20PM.webp","width":612},{"url":"https://media.cgtrader.com/variants/s2cbw2e2kjepqgrvzun6gndr9x51/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/ChatGPT%20Image%20Aug%207%2C%202026%2C%2010_46_12%20PM.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/scripts-plugins/modelling/braineybites-procedural-eye-generator-for-blender","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":216,"name":".jpg","is_native":false},{"id":215,"name":".png","is_native":false}],"categorySlug":"scripts-plugins","subcategorySlug":"modelling","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Modelling","schemaImageUrl":"https://img-new.cgtrader.com/items/7437530/62cf3b76a0/braineybites-procedural-eye-generator-for-blender-3d-model-62cf3b76a0.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"758532","type":"listingItem","attributes":{"id":758532,"title":"DriverMaster driver master installer on phone","price":50.0,"description":"There are more than a few scripts and rigging tools available for rigging automobiles in 3ds Max. Some offer an easy way to get wheels rotating based on the movement of the car, others will add in steering, and even others will incorporate a suspension system.\n\nA new offering however seems to roll all of those features into one car rigging script. DriverMaster is a tool that will automatically create a 4-wheeled car rig in 3ds Max.\n\nYou can easily animate the motion for the vehicle manually or by using a curve in the scene. 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Click to plant a procedural fig tree. Paint grass, moss, flowers, ferns, reeds, bushes and mushrooms. Every plant really grows, with tips that travel, shoots that bend into shape and leaves that unfold. It's not a scale-up.\n10 plant types · 39 styles · Real growth · Wind · Spring physics · Instanced leaves · Cycles \u0026 EEVEE · Blender 4.2 – 5.2\nSee it in action\nThe quickest way to see what IvyFig Studio does.\nWatch on YouTube\n10 plant types, one workflow\nPick a type and a style, then draw, plant or paint.\nDraw\nIvy that climbs, branches, flowers and hangs over edges. Roots with gnarls and rootlets.\nPlant\nFig trees: banyan, weeping, bonsai, ancient, young, autumn and low poly.\nPaint\nGrass, Moss, Flowers (daisy, tulip, bluebell, wildflower mix), Ferns, Reeds, Bushes and Mushrooms.\n39 ready-made styles in a visual gallery · Realistic and Low Poly looks · procedural materials · one hue slider from fresh green to autumn.\nDraw on anything\nAny visible mesh, curve or text, including modified and animated objects.\n- Ivy follows the real surface, wraps around edges and climbs upwards.\nDraw in the air: drag off an edge and the ivy keeps going, sagging under its own weight.\n- Brush size with Ctrl + wheel, R or [ ], remembered per plant type.\nF paints ivy into bloom or ripens figs, Shift erases and Ctrl + Z undoes a stroke.\n- Overpainting keeps the density even and never reshuffles existing plants.\nReal growth, not a scale-up\nEvery plant grows the way the real one does.\n- Stems, branches, roots and blades grow at the tip and thicken behind it.\n- Young shoots bend into shape once they are long enough, with adjustable springiness.\n- Leaves fold out and petals open. Ferns unroll their fiddleheads and mushrooms push out as buttons, and moss spreads and swells.\n- Replay it in the viewport, or keyframe it with one click for renders.\nSpring physics \u0026 wind\n- Move or rotate a tree (or its parent) and the crown lags behind, whips around and springs back.\n- Tilted trees sag under their weight and gusts push the crown. Shake Test shows it in one click, and Simulate for Render gets it ready for final renders.\nWind with leaf flutter: rolling gusts through fields and canopies, a few milliseconds per frame.\nBuilt for big scenes\nMeasured on a 4-core CPU with Blender 5.2.\n7×\nfewer vertices per fig tree than real leaf geometry\n5–8×\nsmaller .blend files\n0.07 s\nto rebuild a fig tree\n≈4 ms\nwind per frame on a 250K-vertex grass field\nInstanced leaves: leaves, fruits and berries are stored once and instanced.\nViewport Leaves: show only a share of the leaves while you work. Renders always get all of them.\n- Only the stroke you just painted is built. Heavy plants update smoothly while you drag a slider.\nSafe by design: undo and redo stay in sync, nothing rebuilds in Sculpt or Edit mode, and your own materials are never overwritten.\nReady for production \u0026 games\nConvert to Static Mesh bakes the current frame into a regular mesh, instanced leaves included. It can keep wind attributes for engine shaders.\nReal Leaves (for export) makes FBX, glTF and OBJ exports include the leaves while the plant stays editable.\nEverything you need\nWhat's included\nivyfig_studio-1.4.0.zip: the add-on\nIvyFig_Demo_Scene.blend: the overgrown ruin from the images, 20 editable plants\nIvyFig_Studio_Manual.pdf: the illustrated manual\nRequirements\nBlender 4.2 – 5.2 (tested on 4.2 LTS and 5.2)\n- Windows, macOS, Linux\n- No extra Python packages\nQuick start\n1\nEdit → Preferences → Get Extensions → ⌄ → Install from Disk… and pick ivyfig_studio-1.4.0.zip without unzipping it. You can also drag the zip onto Blender's window.\n2\nOpen the sidebar (N) and go to the IvyFig tab.\n3\nPick a plant type and a style, click Draw / Paint / Plant, and drag over any object.\nFAQ\nDoes it work with my own models?\nYes, on any visible mesh, curve or text object.\nCan I use my own materials?\nYes. Put your material in a slot, or duplicate an IvyFig material and edit the copy.\nIs it heavy?\nNo. Leaves are instanced, only new strokes are built, and wind costs a few milliseconds per frame.\nEEVEE or Cycles?\nBoth.\nCan I export to Unity, Unreal or Godot?\nYes. Use Convert to Static Mesh or Real Leaves, then export to FBX or glTF.\nDoes the physics render?\nYes. 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The Easy Parallax Addon simplifies your workflow, allowing you to achieve realistic depth and displacement effects on a single face, making it super fast and performance-friendly.\nKey Features\n- One-click Parallax Occlusion Mapping setup.\n- Real-time displacement effects with minimal geometry.\n- Works seamlessly with existing materials.\n- Customizable parallax strength for fine-tuned results.\n- Super lightweight and performance-optimized for large scenes.\nHow It Works\nThe Easy Parallax Addon converts your material setup into a Parallax Occlusion Mapping shader. By utilizing your existing texture maps (Normal, Albedo, Displacement, and Roughness), it generates real-time displacement effects with no need for complex geometry or node setups.\nSimple Workflow\n- Load your Normal, Albedo, Displacement, and Roughness maps into the addon panel.\n- Click Add Parallax Occlusion Mapping to apply the shader to your material.\n- Adjust Parallax Strength to control the intensity of the displacement effect.\n- Fine-tune your material with texture extensions like Repeat or Clip.\nWhy Choose Easy Parallax?\nUnlike traditional displacement methods that require dense geometry, the Easy Parallax Addon creates depth and detail with just one face, making it perfect for:\n- Games and real-time applications.\n- Low-poly or performance-intensive scenes.\n- Quick, high-quality visualizations.\nGet Started Today\nBring your Blender materials to life with the Easy Parallax Addon. Transform flat textures into realistic, detailed surfaces in seconds. Try it now and elevate your 3D projects!\nEasy Parallax Addon Documentation\nThe Easy Parallax addon for Blender allows you to convert existing materials into Parallax Occlusion Mapping shaders, enabling real-time displacement effects with minimal geometry. This lightweight, performance-oriented solution is perfect for adding depth and realism to your textures.\n1. Interface Overview\nPanel Layout\nInput Textures:\nNormal Map: Load your material's normal map.\nAlbedo Map: Load your material's color/albedo map.\nDisplacement Map: Load the displacement map for depth.\nRoughness Map: Load the roughness map for surface detail.\nAdd Parallax Occlusion Mapping:\nA button to automatically set up the Parallax Occlusion Mapping shader for the selected material.\nSettings:\nParallax Strength: Adjust the strength of the displacement effect. Default is 0.5.\nExtension Type:\nRepeat: Extends the texture by repeating it.\nClip: Crops the texture edges.\nSelect Displacement Map Manually:\nScan Texture Maps: Automatically detects and lists available displacement maps in your material.\nApply Height Map: Allows you to manually select and apply a height map.\n2. How to Use\nPrepare Your Material:\nEnsure your material has the necessary texture maps: Normal, Albedo, Displacement, and Roughness.\nAdd Parallax Occlusion Mapping:\nIn the Easy Parallax panel, load the respective textures in the input slots.\nClick the Add Parallax Occlusion Mapping button.\nAdjust Parallax Settings:\nUse the Parallax Strength slider to control the intensity of the displacement effect.\nChoose an Extension Type for how textures handle boundaries.\nOptional: Manual Displacement Map Selection:\nClick Scan Texture Maps to detect all available displacement maps.\nUse the dropdown to manually select a height map and click Apply Height Map.\n3. Tips for Best Results\nUse high-resolution texture maps for better quality.\nAdjust the Parallax Strength based on the scale of your object to avoid over-displacement.\nCombine with Blender’s lighting to enhance the depth effect.\n4. Performance Benefits\nUnlike traditional displacement, this method requires only one face, making it extremely fast and resource-efficient. Ideal for real-time applications like game engines or viewport rendering.\n5. 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Golden halos, angel wings, rune circles, pillars of light, falling feathers, shattering shields, homing light arrows and violet arcane variants.\n\nEvery effect is made to be dropped into a game as it is: one-shots clean themselves up, loops fade out softly when deactivated, and every system shares the same five User Parameters — so you can recolour, dim, aim and tune any of them the same way.\n\n### What's inside\n\n| Category | Count | Examples |\n|---|---|---|\n| Cast | 45 | casting circles and hand casts — Aurora Veil, Constellation, Divine Ritual, Doves of Light, Channel Loop; 20 pre-coloured **violet** variants |\n| Spell | 19 | Holy Lance, Sword Rain, Divine Meteor, Cross of Judgement, Hammer of Light, Feather Storm, Light Geyser, Starfall |\n| Divine | 11 | Judgement, Holy Nova, Light Tornado, Celestial Storm, Sacred Rain, Solar Flare, Angelic Descent |\n| Ultimate | 4 | Archangel, Heaven's Gate, Divine Storm, Ascension |\n| Aura / Buff / Status | 15 | Angel Wings, Halo, Invulnerable, Regeneration, Righteous Fury, Holy Weapon, Stun, Blind, Judgement Mark |\n| Projectile | 13 | 6 projectiles (Holy Bolt, Divine Arrow, Light Orb, Sacred Missile, Holy Spear, Angelic Shot) + their 6 impacts + muzzle flash |\n| Portal / Movement | 8 | Heaven Rift, Light Portal, Teleport In/Out, Summon Guardian, Dash, Leap Slam |\n| Event | 7 | Level Up, Pickup, Checkpoint, Loot Beam, Quest Marker, Death Banish / Disintegrate |\n| Heal | 6 | Holy Light, Lotus, Rejuvenation, Resurrection, Swirl, Consecration |\n| Zone | 6 | Healing Ground, Light Wall, Rune Trap, Sanctuary, Totem |\n| Hit | 6 | Critical, Divine Smash, Holy, Holy Impact, Light, Shockwave |\n| Melee | 5 | Combo, Ground Rupture, Shield Bash, Whirlwind, Holy Blade trail |\n| Ambient | 5 | Brazier, Shrine Idle, Temple Motes, Wall Runes, Window Rays |\n| Chain / Beam | 7 | Chain Lightning, Chain Heal, Beam Heal, Spirit Link, Channel Beam, Divine Beam, Pillars |\n| Shield | 3 | Divine Protection (loop), Shield Hit, Shield Break |\n\n### Features\n\n- **160 Niagara systems**, CPU simulation, no C++ and no plugins beyond Niagara.\n- **One set of User Parameters on every system**\n  - `DMX_Tint` — recolour any effect (Demo_Colors shows five presets side by side)\n  - `DMX_Intensity` — brightness\n  - `DMX_Lights` — switch the effect's dynamic lights off\n  - `DMX_Shake` — switch its camera shake off\n  - `DMX_Target` — aim beams, chains and links at any world position\n- **Ready-made Blueprints**\n  - 6 projectile actors (`BP_Proj_*`): spawn at the hand and they fly, hit, play their own impact and clean up; optional **homing** via an exposed HomingTarget pin; a base class to make your own\n  - `BP_DMX_ChainLightning` — chains a hop effect through any list of targets\n  - `BP_DMX_Beam` — holds a beam on a moving target, *Stop Beam* fades it out\n  - `BFL_DMX` — **SpawnDMXEffect / SpawnDMXEffectAttached**: one node with tint, intensity and scale\n  - `AN_DMX_PlayFX` — anim notify that plays any effect on a socket with tint and offsets\n  - `BP_DMX_CasterExample` — cast + homing shot + beam in one small, readable graph\n- **Scalability built in**: effect types with distance and instance culling; spawn counts follow Effects Quality (Low ½, Medium ¾, High+ full); Low drops decorative layers and most lights; effect lights cast shadows only at High+.\n- **Dynamic lights and camera shake** on the big effects, both switchable per instance.\n- **Clean behaviour in a game**: one-shots complete and auto-destroy; loops fade out over ~0.5 s on Deactivate.\n- **Consistent pivots**: casts and spells at the caster's feet facing +X; head effects (stun, blind, halo, quest marker) at the head socket.\n\n### Demo maps (15)\n\n- **Demo_Gallery** — start here: an in-game menu of all 160 effects by category; click to play, Prev / Next / Repeat, orbit and zoom the camera.\n- **Demo_HowToUse** — casters that cast, fire homing projectiles and aim beams; chain lightning through four targets; a beam following a walking target.\n- **Demo_Casts, Demo_Projectiles, Demo_Aim, Demo_Colors** — every cast, every shot, aimed beams and chains, tint presets.\n- **9 showcase maps** — Casts, Spells, Divine, Magic, Combat, Projectiles, Auras, Events, Ambient.\n\n### Documentation\nA PDF user guide is included (`DivineMagicFX_Guide.pdf`): quick start, naming, user parameters, aiming, projectiles, every ready-made Blueprint, performance numbers.\n\n### Support\nE-mail: lyshik90@mail.ru · Telegram: @Liiv3d\n\n## Technical details\n\n- **Engine versions:** Unreal Engine 5.5 – 5.8 (tested in 5.5.4 and 5.8.1)\n- **Niagara systems:** 160\n- **Materials:** 25 master materials, 622 material instances\n- **Textures:** 65 (masks, glows, runes, sigils, feathers)\n- **Static meshes:** 40 (shards, rocks, wings, rings, crystals, feathers)\n- **Blueprints:** 16 + 2 widget Blueprints (gallery UI)\n- **Maps:** 15 demo / showcase maps\n- **Code:** Blueprint only, no C++\n- **Simulation:** CPU particles\n- **Performance (UE 5.5, 1920×1080, a whole showcase map with every effect playing at once):** 3.7–8 ms per frame at Epic, 3.4–5.2 ms at Low; 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Build knitted bands, sleeves and machine-knit looks, with plies, fibres, fuzz, colour, wrapping and Loom animation. Fringe and knots apply to woven patterns.\n\nKnit Machine - interlocking loops with the Loom animation.\n\nFibers - get closer\n\nSplit every ply into fine fibres with loose flyaway loops for close-ups and macro shots. Ply twist and fibres stay attached to the yarn as the cloth moves; wrapped cloth rests above the surface, and fuzz is smoother.\n\nFibers - fine strands and flyaway loops in motion.\n\nFibre-level detail for close-ups and macro renders.\n\nEight weave structures. Plus Knit.\n\nChoose from eight woven structures plus the new Knit (Jersey) pattern - nine patterns in total. The woven structures below are shown building from the first strands into a complete swatch. The navy and cream yarns make the over-under arrangement easy to follow. Choose a pattern, then customize its density, yarns and materials for your scene.\n\nPlain\n\nA clean over-under structure for a versatile woven foundation.\n\n\t\nTwill 2/1\n\nA distinct diagonal rhythm with a compact woven appearance.\n\nTwill 2/2\n\nA balanced twill with clearly defined diagonal lines.\n\n\t\nTwill 3/1\n\nLonger visible floats give the diagonal a stronger presence.\n\nHerringbone\n\nReversing diagonal directions create a recognizable chevron pattern.\n\n\t\nSatin\n\nLonger floats create a smoother, more continuous woven appearance.\n\nBasket 2x2\n\nGrouped strands create a bold basket-like structure.\n\n\t\nRib\n\nA directional woven structure with a clear linear rhythm.\n\nReverse the twill direction, adjust strand counts and change the look without rebuilding your setup.\n\nSix starting points. A wide range of woven looks.\n\nWatch each preset build, then choose a starting point for your scene. Explore soft fibers, smooth synthetic strands, reflective wire, flat natural strips and open net structures. Customize the weave, density, colors and materials to make the result your own.\n\nWool\n\nSoft, twisted yarns with fine surface fibers.\n\n\t\nNylon\n\nA tighter synthetic weave with smooth strands and a subtle sheen.\n\nMetal Mesh\n\nOpen interlaced wires with a reflective metal finish.\n\n\t\nStraw\n\nBroad, flat strips for wicker, rattan and basket-like surfaces.\n\nOpen Weave\n\nAn airy yarn structure with clearly visible spacing.\n\n\t\nKnotted Net\n\nA sparse net structure with knotted connections and generous openings.\n\nUse these looks for cushions, upholstery, garments, decorative vessels, screens and product details.\n\nFrom flat weave to 3D form\n\nWrap your weave onto shaped objects with UV-based, Spherical and Cylindrical wrapping. Follow a cushion, curved surface or rounded form while keeping the weaving controls editable.\n\nFrom a flat weave to a 3D surface - animated with Wrap Morph.\n\nAutomatic surface-size matching helps adapt the overall weave dimensions to your target. For UV-based wrapping, use a suitable UV-unwrapped mesh; a continuous island with even scale gives the most consistent strand placement.\n\nSurface wrapping follows your target geometry. It does not calculate cloth physics or collisions.\nControl the character of every strand\nTwisted yarns: use 1-8 plies per yarn and adjust twist amount, direction and flattening.\nRound yarns or flat strips: change Profile Shape to move between thread, wire, ribbon and straw-like profiles.\nFibre-level detail: split plies into fine fibres with count, twist, thickness, flyaways and core controls. Use fuzz density, length, thickness and frizz for softer surface detail.\nFrayed edges: use edge selection and Add Fringe, then tune length, variation, droop, unraveling and tip fibers.\nColor, stripes and plaid: control warp and weft colors independently, add stripes in either direction and introduce per-strand variation.\nMatching fiber color: fuzz follows its parent yarn, including its stripes and color variation.\nMake the weave move\n\nUse four built-in animation tools to build, wrap and animate your material. Weave Build now offers three styles: Grow, Loom and Reveal.\n\nWeave Build - Grow spreads cloth from an origin with animated tendrils; Loom weaves with a shed, shuttle and optional machine head; Reveal keeps the original row-by-row animation.\nWrap Morph - Transition a flat weave onto an assigned surface.\nWind - Add movement to fringe and fibers.\nPly Spin - Rotate plies around the yarn.\n\nSettings also support keyframes. Use the keyframe diamonds beside values, or record the setup with Keyframe All Settings.\n\nA flexible Blender workflow\n\nThe procedural setup runs through a single Geometry Nodes modifier, with controls available in the Weave It panel. Add a preset, refine the weave and keep making changes throughout your project.\n\nSimplify Viewport reduces editing detail while retaining full detail for rendering. For custom materials, shader attributes expose yarn color, random values, strand indices, fringe factors and yarn coordinates.\n\nIncluded\nWeaveIt_Extension_v1.3.0.zip - the installable add-on, including demo scenes. Install the ZIP directly without extracting it.\nSix presets: Wool, Nylon, Metal Mesh, Straw, Open Weave and Knotted Net\nEight woven patterns plus Knit (Jersey), and four built-in animation tools\nWeaveIt_Demo_Scenes_v1.3.zip - the demo file as a separate download. Includes the studio swatch, draped fabric, six presets, Reveal animation and five new scenes: Loom Demo, Fiber Close-up, Surface Weave Demo, Knit Machine Demo and Cinematic Wrap. Open the included demos from the sidebar with Open Demo Scenes.\nDocumentation and a sidebar panel with every setting, Add Fringe, per-edge fringe controls and keyframe buttons\nRequirements \u0026 working with detail\n\nBlender 5.1 or newer. Tested in Blender 5.1.2, 5.2.0 LTS and 5.2.2 LTS.\n\nCycles recommended. Yarn geometry and hair-based fibers also support EEVEE.\n\nUse the add-on's preset creation tools to create the correct Hair Curves object for rendering fuzz and fringe fibers.\n\nHigh strand counts, multiple plies and dense fibers increase geometry and render cost. Keep Simplify Viewport enabled while editing, and choose a detail level appropriate for your camera distance.\n\nMore control. Keep editing.\n\nTie real knots at every crossing or every Nth crossing for nets and macram. Use Openness to space the yarns, add stripes or plaid from the panel, and change settings at any time in a fully procedural, non-destructive workflow.\n\nWrap by UVs on complex meshes, or use Spherical and Cylindrical projection for rounded forms without UVs. Yarns stop at UV seams instead of bridging through the object.\n\nUpdating from 1.2? Existing files keep working. Use Update Fabrics in the panel to upgrade them while keeping their settings. The original build animation remains available as Reveal.\n\nLicense: Add-on code: GPL-3.0-or-later. Demo scenes and assets may be used in personal and commercial renders, animations and games.\n\nDevelopment note: This add-on was developed with assistance from an AI coding assistant.\n\nDownload WeaveIt_Extension_v1.3.0.zip for the current add-on and WeaveIt_Demo_Scenes_v1.3.zip for the separate demo scenes. 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With this generator, anyone can easily create professional looking chains without any complications.\n\nWe hope it will help you in your great creative work.\n\nYou can create countless chains as you envision them!\n\n60 photo-realistic chain parts\n\n20 high-quality materials with fashion trends \n\nAll parts created in real-world scale\n\nGeometry node for unlimited customization\n\nFree future updates\n\nHand-drawn curves allow for intuitive chain generation.\n\nDrag and drop to quickly switch between parts. Spend less time modeling and more time exploring inspiration.\n\nPhotorealistic materials: 3 types of metal, 9 types of plastic, 8 types of clear (only colorful materials are for cycles)\n\n【Chain parts】\n\n30 different edge parts\n\n30 different link parts\n\n1 in the viewport and 2 subdivisions in the render are at stake.\n\n【Matarial】\n\n20 different materials. 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Click OK — Your Joiners and Cutters are created  \n\n---\n\n**Perfect For**\n\n• Kit-bashing — Build modular detail libraries  \n• 3D Printing — Extract details for multi-material printing  \n• Design Reuse — Create reusable detail components  \n• Reverse Engineering — Analyze and separate existing designs  \n\n---\n\n**What’s Included**\n\n• Detail2Body Fusion 360 Add-in  \n• Ready to install and use  \n\n---\n\n**Requirements**\n\n• Autodesk Fusion 360 (Personal, Educational, or Commercial license)  \n• Windows or macOS  \n\n---\n\n**Coming from Other Software?**\n\n**From CAD Software (SolidWorks, CATIA, Inventor, etc.)**\n• Import your model as STEP, IGES, or SAT  \n• Use Detail2Body directly on the solid body  \n\n**From 3D Software (Blender, 3ds Max, Maya, etc.)**\n• Import your mesh as OBJ or STL  \n• Convert Mesh Body to Solid Body first  \n• Then use Detail2Body on the converted solid  \n\n---\n\n**Support**\n\nFor questions or support, please contact me via the marketplace messaging system or by email:  \n**sup.cgtoolforge@gmail.com**\n\nFree Demo Coming soon on the official Autodesk App Store.\n\nThank you for your purchase!\n\n**Demo License (Free)**\n\nOther  License :\n\nPersonal License (Single) :\nhttps://www.cgtrader.com/3d-models/scripts-plugins/modelling/detail2body-fusion-360-add-in-for-extracting-surface-details\n\nStudio (Unlimited):\nhttps://www.cgtrader.com/3d-models/scripts-plugins/modelling/detail2body-fusion-360-add-in-for-extracting-surface-details-b33eb211-d0c6-4fa2-a6db-cb2e143ba53b","imageAlt":"3D model Detail2Body - Fusion 360 Add-in for Extracting 1","url":"https://www.cgtrader.com/free-3d-models/scripts-plugins/modelling/detail2body-fusion-360-add-in-for-extracting-surface-details-cd4ef441-75c3-431c-8baf-d950da254a91","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/m47e22dtnkcona8v5ixu677an5rt/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/D2B-PreView-01.jpg","gridUrl":"https://media.cgtrader.com/variants/m47e22dtnkcona8v5ixu677an5rt/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/D2B-PreView-01.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/m47e22dtnkcona8v5ixu677an5rt/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/D2B-PreView-01.webp","width":306},{"url":"https://media.cgtrader.com/variants/m47e22dtnkcona8v5ixu677an5rt/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/D2B-PreView-01.webp","width":612},{"url":"https://media.cgtrader.com/variants/m47e22dtnkcona8v5ixu677an5rt/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/D2B-PreView-01.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/scripts-plugins/modelling/detail2body-fusion-360-add-in-for-extracting-surface-details-cd4ef441-75c3-431c-8baf-d950da254a91","isCgtVerified":false,"types":{"printReady":false,"animated":false,"pbr":false,"rigged":false,"lowPoly":false}},"metaverseFormatsList":[{"id":215,"name":".png","is_native":false},{"id":212,"name":".svg","is_native":false},{"id":119,"name":".py","is_native":false}],"categorySlug":"scripts-plugins","subcategorySlug":"modelling","categoryTitle":"Scripts / Plugins","subcategoryTitle":"Modelling","schemaImageUrl":"https://img-new.cgtrader.com/items/6705440/678df9ece8/detail2body-fusion-360-add-in-for-extracting-surface-details-3d-model-678df9ece8.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"7751234","type":"listingItem","attributes":{"id":7751234,"title":"One Click Normal Map Generator - Blender Addon","price":6.0,"description":"Effortlessly turn images into high-quality normal maps with a single click inside Blender.\nFeatures\nOne-Click Generation: Just load your image and get a clean normal map instantly.\nSmart Edge Detection: Uses advanced Sobel + diagonal filters to capture fine surface detail.\nLive UI Refresh: Automatically reloads and updates your output image in the Blender UI.\nCustomizable Parameters: Tweak blur radius, slope profiles, strength, and normal map type\nAuto Naming \u0026 Saving: Saves the normal map next to your input with a \"_normal\" suffix.\nDirectX \u0026 OpenGL Support: Choose the normal format that fits your engine.\nTry it now and bring instant depth to your surfaces with One-Click Normal Map Generator.\nDocumentation\nOverview\nThe One-Click Normal Map Generator allows you to quickly and easily convert grayscale mask images into high-quality normal maps inside Blender. 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A second \"shell\" mesh follows the character's animation, wraps it in the status material and fades in and out on command, while Niagara particles play on the body surface.\n\nSeven statuses\n\n- Burn - flames lick over the body with a hot core, embers and heat; soot remains while it fades out.\n\n- Freeze - ice grows up from the feet (facets, frost, cracks), frost mist rises and the pose freezes; thaws away when removed.\n\n- Shock - jagged electric arcs re-strike all over the body with a strobing glow and sparks.\n\n- Poison - pulsing toxic veins, swelling and popping bubbles, dripping venom.\n\n- Petrify - a stone wave climbs the body and freezes the pose; when removed the stone cracks and crumbles off.\n\n- Shield - golden hex barrier with a scanning band and flaring cells, for invulnerability or buffs.\n\n- Hit - a short red flash with an expanding ring for every hit the character takes.\n\nOne call\n\nAdd a preset component (BPC_SFX_Burn, BPC_SFX_Freeze, ...) to a character and call Apply Status, Remove Status or Toggle Status. Set a Duration and the status removes itself. Fade in / out time, shell thickness, intensity, Freeze Animation and Restart If Active are per component, and three Niagara slots (Apply / Loop / Remove FX) let you swap the particles. Statuses stack: give one character several components, for example Burn and Shield.\n\nWorks with your own characters\n\nNothing to change in your character's materials: the shell is a copy of the mesh that follows the pose (Master Pose Component), so players, NPCs and monsters all work. Timing goes through Custom Primitive Data, so any number of characters share one material instance. Enable \"Allow CPU Access\" on the skeletal mesh for the particle surface sampling.\n\nCustomisable\n\n2 shell master materials (glow and solid) and 7 status instances with 20+ parameters: three colours, brightness, opacity, fresnel, noise scale, speed, pulse, detail, bump, cover direction, spread and edge. 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Drop props. Let physics place them.\nPaint assets across real geometry or drop groups into your scene, then let Blender's rigid-body physics create natural arrangements.\n160 INCLUDED ASSETS 12 KITBASH PACKS 2 VIEWPORT BRUSHES 4.5+ BLENDER\nPhysics Painter is a scene-dressing add-on that replaces repetitive manual placement with direct, interactive viewport tools.\nUse the included kitbash library or build reusable asset pools from your own mesh collections. Control the eligible surfaces, density, size variation, spacing, orientation, collision behavior, gravity and simulation quality while keeping the final result editable.\nWatch Physics Painter in action\nWatch on YouTube\nPaint and drop directly in the viewport\n- Paint Brush places assets along a stroke on valid scene surfaces.\n- Drop Brush releases a group from a configurable height and radius.\n- Adjust brush radius, density, asset size, size variation and spacing while the tool is running.\n- Use fixed-count placement or fill an area according to the real size of each asset.\n- Paint static placements, paint with live simulation, delete under the brush or re-simulate assets beneath the cursor.\nPlacement that respects your geometry\nRest on Surface Assets are lowered until their collision shape touches the receiving surface. Slope Limit Prevent placement on walls and surfaces that exceed the selected angle.\nFully Supported Keep assets from hanging over ledges, holes and steps. Never-Overlap Placement Test placements before creation and again before simulation.\nStack on Assets Allow new objects to build on top of previously painted objects. Surface Orientation Align assets to the surface normal, stroke direction or randomized rotation.\nThe complete kitbash library\nStart painting immediately with 160 ready-to-use assets across 12 included packs.\nRocks, debris, forest assets, metal parts, pottery, warehouse props, food, beach objects, dungeon pieces, tabletop clutter, space debris and trash.\nPack Assets Contents\nRocks \u0026 Gravel 11 Granite rocks, shale stones and pebbles\nConstruction Debris 11 Bricks, roof tiles and concrete chunks\nForest Floor 10 Bark pieces, branches and twigs\nScrap Metal 12 Rusty pipes, gears, bolts and plates\nBroken Pottery 10 Terracotta pots, jugs and shards\nWarehouse 11 Wooden crates, barrels, boxes and planks\nFood Market 12 Apples, oranges, potatoes and nuts\nBeach Debris 10 Driftwood, shells, stones and bottles\nDungeon Ruins 10 Skulls, bones and carved stone blocks\nTabletop Clutter 25 Pencils, erasers, dice and paper clips\nSpace Debris 18 Meteorite chunks and hull fragments\nTrash Kit 20 Crushed cans, bottles, cups and wrappers\nBuilt-in assets or your own collection\nCreate an asset pool from selected meshes or link an existing Blender collection.\n- Synchronize pools with Blender collections.\n- Include objects from nested child collections.\n- Enable or disable individual assets.\n- Set a relative selection percentage for every asset.\n- Search and filter large pools.\n- Apply changes to multiple highlighted assets at once.\nPhysics controls for art-directed results\n- Scene, directional or spherical gravity with adjustable acceleration.\n- Gravity, Attract and Explode force modes.\n- Mass, friction, bounciness, linear damping and angular damping.\n- Convex Hull, Mesh, Box, Sphere, Capsule, Cylinder and Cone collision shapes.\n- Per-collider collision shape controls.\n- Automatic stopping when objects settle.\n- Anti-Slide freezing to prevent slow movement after landing.\n- Optional moving and settled state colors.\n- Automatic cleanup of fallen objects.\n- Post-simulation location and rotation axis locks.\nNon-destructive simulation optimization\nSimulate complex assets using automatically generated low-poly proxies without changing the original meshes.\n- Set a separate simulation vertex target for each asset.\n- Switch painted results between Low and High display.\n- Restore the original meshes automatically after simulation.\n- Use faster collision geometry while preserving the final visual result.\nKeep the result editable\nRe-Simulate Re-simulate the active Painter, selected painted objects or every painted object. Convert Convert painted results to linked instances or independent copies.\nReplace Replace painted assets using the mesh of an active source object. 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Wakes in water. Glowing steps in lava. In real time.\nLIVE IN THE VIEWPORT7 SIMULATIONSEEVEE \u0026 CYCLESBLENDER 4.2+\n● RECORDED LIVE IN THE VIEWPORT\nElemental FX Pro turns any surface into a living ground that reacts to your animation: characters leave footprints, vehicles plow channels, boats leave wakes, objects part fog and magic circles ripple out from every step.\nIt runs live in the viewport while you animate — no long fluid bakes, no particle setups, no node wrangling.\nHOW IT WORKS\nThree clicks to a living ground\n1\nPICK\nChoose a medium from the icon gallery.\n2\nADD\nCreate a surface, or lay it over your own meshes.\n3\nPLAY\nPress Space — it simulates as the timeline runs.\nWHY IT'S DIFFERENT\nMade for the ground your characters walk on\n01\nLive, not baked\nThe solver runs while you play the timeline or drag objects. You see every footprint as you animate, then bake once for the final render.\n02\nVolume, not decals\nPushed material really moves: it piles up into rims, slumps back to a natural slope and slowly fills the trail in again.\n03\nYour scene, not a demo plane\nOn Selected Meshes lays it over any terrain, street or set. It follows slopes, pools in valleys and flows around obstacles.\nSEVEN MEDIA\nOne add-on, every kind of ground\n︎\nSNOW\nFootprints, snow piled up at the edges, packed-snow shading and a slow refill.\nLOOKS Fresh Powder · Arctic Blue · Dirty Slush\n∴\nSAND\nCarved channels, sand sliding back in, darker disturbed sand and flying grains.\nLOOKS Desert · Beach · Black Sand · Red Planet\n◉\nMUD\nWet trails with raised rims and swirls, wet-to-dry shading and splatter.\nLOOKS Wet Earth · Red Clay · Dark Swamp\n≈\nWATER\nWakes, bow waves and swirls, with foam and spray that follow the waves.\nLOOKS Lake · Tropical · Murky\n︎\nFOG \u0026 TOXIC SMOKE\nObjects part a fog bank and leave turbulence behind — and it renders fast.\nLOOKS Toxic Gas · Smoke · Ghostly · Morning Fog\n▲\nLAVA\nSteps break the dark crust and glowing lava shows underneath; flows split around walls.\nLOOKS Magma · Inferno · Cooling Basalt\n✦\nMAGIC GROUND\nGlowing rings spread from every step, and the trails fade over time.\nLOOKS Arcane · Golden · Emerald · Infernal\n24\nONE-CLICK LOOKS\nEvery preset is a starting point: colors, glow, foam, bump and fog density are all open in the Look panel.\nPROCEDURAL · NO IMAGE TEXTURES\nHIGHLIGHTS\nEverything you need to make it yours\nColliders \u0026 obstacles\nPushers press in and plow; obstacles make flows and fog go around them. Rigged, deforming characters are supported.\nEmitters\nPour sand onto a mountain top and watch it slide down, or drop water, lava or fog anywhere. Keyframe the rate.\nForce fields\nWind, vortex, attract / repel and turbulence push the material and the particles around.\nParticles everywhere\nSand grains, snow powder, mud splatter, water spray, lava embers and magic sparkles — and they give their material back when they land.\nOne-click Test Runner\nAn animated running mannequin crosses your surface: the quickest way to see footprints, splashes and parted fog.\nBake to disk\nCache the frame range for scrubbing, final renders and render farms. The cache travels with the .blend file.\n7\nSIMULATIONS\n24\nLOOK PRESETS\n5–50 ms\nPER FRAME ON CPU\n0\nDEPENDENCIES\nQUICK START\nFrom install to footprints in 60 seconds\n1\nDrag and drop the zip into the window and click Install.\n2\nOpen the 3D Viewport sidebar (N), go to the Elemental FX tab and pick a medium, e.g. Snow.\n3\nClick Runner Demo: a surface, a light, a camera and a running mannequin are created.\n4\nPress Space. Footprints appear as the runner crosses the surface. Bake before the final render.\nIN THE BOX\nWhat's included\nTHE ADD-ON\nelemental_fx_pro-1.0.1.zip\nExtension format — drag \u0026 drop install.\nDEMO SCENES\nElemental_FX_Pro_Demo_Scenes.zip\nSeven ready-to-play .blend files, one per medium.\nDOCUMENTATION\nDocumentation tab\nEvery panel and setting explained on this page.\nCOMPATIBILITY\nWorks where you work\nBLENDER\n4.2 and newer — tested on 4.5 LTS and 5.2\nRENDER ENGINES\nEEVEE and Cycles, procedural materials\nPLATFORMS\nWindows, macOS, Linux — pure Python, no compiled code\nLICENSE\nGPL-3.0-or-later, source code included\nGOOD TO KNOW\nQuick answers\nQ. Do I need to bake?\nNot for previews — it runs live while you play. Bake once for final renders and render farms.\nQ. Does it work with rigged characters?\nYes. 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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":"7660379","type":"listingItem","attributes":{"id":7660379,"title":"DeathFX  Character Death Disintegration VFX","price":15.99,"description":"DeathFX makes characters disappear when they die - and appear again when they spawn. 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Simply drag an asset from the Asset Browser, drop it into your scene and customize its exposed parameters from the modifier.\nDrag. Drop. 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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. 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With its blend of technical sophistication and artistic freedom, crafting underwater scenes that captivate and enchant has never been easier. 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One Addon.\nUltimate Terrain Addon is a curated terrain library and fast import system designed for Blender artists who want to build large-scale environments without wasting time searching through folders, manually loading assets, or repeatedly setting up terrain files.\n\nOpen the addon, browse the visual terrain library, preview the terrain you want, and bring it directly into your scene with a simple workflow. The collection includes more than 100 distinctive terrain variations across 10 extreme biome categories, giving you a broad range of geological shapes for cinematics, game environments, concept art, visualization, and world building.\n\nBrowse the library and import terrain assets directly into Blender.\nBuild Environments Faster\nTerrain work often becomes repetitive: searching through files, checking previews, loading the correct asset, setting up the scene, and repeating the same process for every landscape. Ultimate Terrain Addon is built to reduce that friction.\n\nInstead of treating the terrain collection like a folder full of files, the addon turns it into a visual library inside Blender. You can compare terrain silhouettes quickly, choose the environment that fits your scene, and import it without interrupting your workflow.\nMain Features\n100+ Unique Terrain Assets\nA large collection of terrain variations with different silhouettes, elevation patterns, erosion structures, ridges, basins, cliffs, plateaus and geological formations.\n10 Distinct Biome Categories\nExplore dramatically different environment types ranging from frozen glacial landscapes and volcanic terrain to impact craters, dunes, karst formations, mesas and mineral-rich painted hills.\nBuilt-in Visual Terrain Browser\nBrowse terrain thumbnails directly inside Blender and compare assets visually instead of opening files one by one.\nQuick Terrain Preview\nSelect a terrain and preview the current choice before importing it into the scene.\nOne-Click Import Workflow\nOnce you find the terrain you want, use the Import Terrain button to bring it directly into your Blender project.\nDesigned for Large Terrain Libraries\nThe addon keeps a large terrain collection organized and easy to navigate, making it practical to explore many landscape options during production.\n10 Extreme Biomes\nBadlands - deeply eroded ridges and rugged dry terrain\nGlacial - frozen landscapes, icy mountains and cold formations\nImpact Crater - dramatic circular crater environments and basin structures\nKarst - sharp vertical rock formations and unusual limestone-inspired terrain\nMesa - elevated plateaus, cliffs and desert rock formations\nPainted Hills - colorful mineral-style ridges and layered terrain\nSalt Flat - cracked surfaces, dry basins and flat geological landscapes\nSand Dunes - sculpted desert dunes and flowing sand formations\nTundra - cold, rugged and exposed terrain forms\nVolcanic - dark volcanic landscapes, craters and dramatic rocky surfaces\nSimple Workflow\n01 - OPEN THE ADDON\nAccess Ultimate Terrain Addon from the Blender sidebar.\n02 - LOAD THE TERRAIN LIBRARY\nClick Load Terrains to open the visual terrain browser.\n03 - BROWSE \u0026 COMPARE\nExplore terrain thumbnails and compare different biome types and silhouettes.\n04 - SELECT YOUR TERRAIN\nChoose the terrain that best fits your current environment or shot.\n05 - IMPORT\nClick Import Terrain and continue building your scene.\nIdeal For\n Environment Design\n Game Environments\n Cinematic Landscapes\n Concept Art\n World Building\n Matte Painting Base Scenes\n Animation Backgrounds\n Architectural Visualization\n Product and Automotive Backdrops\n Sci-Fi and Fantasy World Design\n Large-Scale Outdoor Rendering\nCurated Terrain Library - Not a Random Terrain Generator\nUltimate Terrain Addon focuses on giving you fast access to a curated collection of pre-designed terrains. Each asset has been created as a deliberate terrain variation rather than generated randomly inside Blender. This makes it easy to browse known results and quickly choose the landscape that fits your project.\nWhy Ultimate Terrain Addon?\n More than 100 terrain options in one organized library\n 10 visually distinct biome categories\n Fast visual browsing inside Blender\n No need to manually inspect dozens of terrain files\n Simple select-and-import workflow\n Useful for both realistic and stylized environment projects\n Built for artists who want to spend more time creating and less time managing assets\nExplore. Import. Build.\nUltimate Terrain Addon - 100+ Extreme Terrains for Blender\nA faster way to explore terrain ideas and build large-scale environments inside Blender.\n\nDELIVERY \u0026 COMPATIBILITY FOR THIS DOWNLOAD\n\nBuild landscapes in Blender with Ultimate Terrain Addon, a collection of more than 100 extreme terrain assets by Voyde Procedural. Use the included terrains as a starting point for environment design, cinematic scenes, background landscapes and world building.\n\nIncluded download: ultimate_terrain_addon_1.0.0.zip. This is the Ultimate Terrain Addon v1.0.0 package; it is a separate product from the Ultimate Terrain Pack asset library.\n\nThe packaged Blender extension manifest requires Blender 4.2 or newer. Install through Preferences \u003e Get Extensions \u003e Install from Disk and follow the included product instructions.\n\nBy Voyde Procedural.\n\nTechnical format note: this product uses procedural tools or a Blender asset library. 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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. Blender changed the handling of the shader and the ShaderToRGB node, so the AO has to be handled differently. It still affects the group when it's off on the group, but it's fused with the darker part of the diffuse shader._   \n - _Colored AO_   \n - _Based on the Shadeless Nodegroup, no longer just the Emission shader. This should futureproof it for SSGI in Eevee Next._   \n\n**Older:**   \n- _No need for workarounds for textures to work._  \n- _Ambient Occlusion has improved support_  \n- _Stabalized sizing and smoothing of borders (define smoothness before, with size at 0.5, as that is neutral and allows easy adjustment of smoothness)_  \n- _Shader is clamped due to unpredictability of colors through the mix nodes_  \n- _Classic shaders left in for reference._  \n\nYou can also find these on my Blendswap, along with other cool stuff not here:\nhttps://blendswap.com/profile/1415265/blends","imageAlt":"For Anime in Blender - NPR Shaders for Eevee 3D model","url":"https://www.cgtrader.com/free-3d-models/scripts-plugins/rendering/for-anime-in-blender-npr-shaders-for-eevee","isCLDApplicable":false,"isSaleOffApplicable":false,"gaAttributes":{},"primaryImage":{"gridFallbackUrl":"https://media.cgtrader.com/variants/N8Xi9fUZZnbukmAnDpLiHaC7/a26e47dab5f2d22c43d6c5ce4b4b46ecc30c70918878397cba1a10c1e35d7bfc/Demo%20shot%20HD.jpg","gridUrl":"https://media.cgtrader.com/variants/N8Xi9fUZZnbukmAnDpLiHaC7/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Demo%20shot%20HD.webp","gridCandidates":[{"url":"https://media.cgtrader.com/variants/N8Xi9fUZZnbukmAnDpLiHaC7/6a314ee64365e9a50cc847b264c0df438901d553e153606f3b641b8e48cb207e/Demo%20shot%20HD.webp","width":306},{"url":"https://media.cgtrader.com/variants/N8Xi9fUZZnbukmAnDpLiHaC7/78add9c2f02fbd73a43ffb3970be38683c5f15eff6ca849dc78c644f4ff9ce1b/Demo%20shot%20HD.webp","width":612},{"url":"https://media.cgtrader.com/variants/N8Xi9fUZZnbukmAnDpLiHaC7/fc2d80458320aed4ba722745705c02fa7f690497f6e3961b946cdf20c88a8c12/Demo%20shot%20HD.webp","width":918}],"isAdultContent":false},"modelInfo":{"modelUrl":"https://www.cgtrader.com/free-3d-models/scripts-plugins/rendering/for-anime-in-blender-npr-shaders-for-eevee","isCgtVerified":false,"types":{"printReady":false,"animated":false,"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/3657035/8394b068a3/for-anime-in-blender-npr-shaders-for-eevee-3d-model-8394b068a3.webp","saleOffDiscount":0,"eligibleForSubscription":false,"subscriptionSubscribed":false,"subscriptionPotential":false,"subscriptionTierBand":null}},{"id":"7717901","type":"listingItem","attributes":{"id":7717901,"title":"Arc Forge Procedural Electric Arc Generator","price":4.0,"description":"Arc Forge - Procedural Electric Arc Generator\n\nGenerate animated electric arcs around any mesh object in seconds.\n\nArc Forge is a procedural Geometry Nodes generator for Blender that creates dynamic electric arc effects directly around your objects.\n\nIt is designed for sci-fi renders, energy shields, magical effects, product visuals, motion graphics, and VFX scenes. The system automatically adapts to mesh surfaces and gives you simple controls for arc size, thickness, flicker speed, movement range, material, and random seed variation.\n\nKey Features\nFully procedural Geometry Nodes setup\nAnimated electric arc generation\nWorks with any mesh object\nAdjustable arc thickness and size\nCustom flicker speed control\nArc speed range controls\nMaterial slot support\nSeed-based random variations\nNon-destructive workflow\nAsset Browser ready\n\nIncluded Controls\nSize: Controls the overall arc system scale.\nArc Thickness: Adjusts the thickness of the electric arcs.\nMaterial: Assigns the material used by the arcs.\nFlicker Speed: Controls how fast arcs flicker and refresh.\nArc Speed Min: Sets the minimum arc movement speed.\nArc Speed Max: Sets the maximum arc movement speed.\nSeed: Generates different random arc patterns.\nPerfect For\nSci-fi energy effects\nLightning and plasma visuals\nMagic and fantasy scenes\nEnergy shields\nCharacters, props, and product renders\nMotion graphics and cinematic VFX\nCompatibility\n\nRecommended for Blender 5.1+. Arc Forge is fully procedural and non-destructive.\n\nPACKAGE DETAILS \u0026 INSTALLATION\n\nBlender 5.1 or newer recommended by the included README. Supports Cycles and EEVEE. 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