How to install the Material Nodes Addon?
Download the .zip file called MaterialNodes_v5.zip. Open Blender and go to Edit > Preferences > Addons. Click on Install and navigate to the .zip file you just downloaded. Click install, activate the addon, save preferences and refresh. You can find the addon in the shader editor (n-panel).
Full documentation in the download
You can find the full documentation in the .zip file called Course_ShaderEditor.zip. The .zip file contains 5 sections. The first four sections is a small course that helps beginner getting familiar with designing material in the Shader Editor. The last section, section 5 contains a list of all the nodes and is fully documented. This list has 95 pages in the pdf.
Explanation of the nodes provided
Below only a short description of the nodes. Full description is in the download.
Albedo variation :
The albedo Variation node group is perfect to make a whole range of surfaces. Here the same nodegroup but with other settings.
With the Antislip Rubber Nodegroup we can make a huge range of Antislip patterns. It works with two procedural textures: Magic Texture and Voronoi texture. Mind that you can turn of the Randomness of the Voronoi Texture and then you get a grid pattern. In this nodegroup we can clamp both the textures. We can mix the both texture and scale them separately. This nodegroup can be used as shader, or you can use any of the other outputs if you want to have only the color information. Mind that when you only use the color information for example, the Bump strength, Roughness settings etc, won't have any effect.
With the AO Mix nodegroup we can easily add AO to our material. This can be useful when we want to have a stylized render. To get the AO Mix node to work you need to enable AO in the render settings: Properties Panel > Render Properties > Ambient Occlusion. The settings there will affect this AO Mix nodegroups as well
The Bricks colors provides sets of colors for Bricks. You can also use these sets of colors for other objects than bricks, but bricks is most obvious choice. Handy is that you can switch easily from one set to another set of colors. Like I said before it's hard to get proper base colors (albedo's) and this will help you to find out if your bricks colors are way off or not.
The Car paint Nodegroup is very simple on the outside. Basically you just set the color and you have a basic Car Paint material. Inside the nodegroup there is a Voronoi texture and with some adjustments I feed that into the Metallic and Roughness to make those metallic tiny flakes. On top of that you can also give the color on grazing angles a slightly other Hue. We see often that effect in some metallic car paints.
The basic Checkers Texture in Blender is just to basic to be useful. So I made it a bit more sophisticated. It has two Checker Textures inside and a Voronoi Texture with randomness off. In this nodegroups we have some options to mix them and set colors.
Colors Albedo Values
You can plug any of the color outputs of this nodegroup to a color input socket. For example into the principled Shader node or any other nodegroup that has a color input. Try for example the VarShad nodegroup, one of my favourites.
Colors from Movies
The Colors From Movies nodegroups contains colorsets from movies. There colors are carefully handpicked and sorted by value. But these colors are not albedo values and to correct that a bit I recommend using the Level Correction Nodegroup that comes with the Materials Nodes addon. It's also nice to use this Colors from Movies nodegroup with the Index_XYZ nodegroup that comes with the addon and use the Random Output socket. When you duplicate (Shift+X) your objects, then then will each get another color, picked from one of the colorRamp of a Movie. And because your objects will share all the same material, you can change the color palette of you scene in one go.
This nodegroup provides colorsets from the environment. Because the colors are picked from textures you need to correct the colors with the Level Correction Nodegroup that comes with the addon (You can also use the Hue Saturation Value nodegroups and turn down the value to around 0.7). There will be an update of this nodegroup in the future because I have access now to more albedo values (from Quixel Megascan).
With the fabric node groups we can make.... Fabrics, yes obviously. There are a few settings that are quite specific for fabrics. Those are settings like; Edge desaturation, turning off specularity of the tiny holes in the fabric, and a hint of Metallic. Some fabrics have tiny (micro) fibres sticking out of the fabric. These are "les saturated" and is causing a sheen at grazing angles.
With the Fake Leather nodegroup we can make those plastic leather materials like sky leather. This could be nice for furniture or (parts of jackets) etc. The Fake Leather material has two procedural texture inside. One is for the small pores and the other one (variance) for variations of the material. Below a screenshot of the material when I turn the scale down. This is so that I can explain better how this material works.
With the Filter Paper nodegroup we can make materials like tissue, toilet paper, kitchen roll, kitchen tissue or other paper that is embossed. This nodegroup has two procedural textures inside. One Texture is the bigger structure of the paper, lines in fact which you can distort. The other texture is for the smaller fibres. And then you can mix these two procedural textures.
This Glass shader is optimized for EEVEE and has a bit more options to change the look of glass.
This is a simple but interesting shader. A tip is to connect the Vector to a Texture coordinate and Mapping node and then animate the location or rotation.
This is quite a powerful nodegroup. You see that I have four monkeys and they have the same material, but they have all different colors. In this case I plug the X output of the Index XYZ nodegroup into the Colors from Movies nodegroup that also comes with the Material Nodes addon. So it's possible to have a bunch of objects, or maybe all the objects in the scene, and if you choose another color in the Colors from Movies nodegroup, then in one go all your objects get another color randomly, picked from a movie's color palette.
Instead, you can also use the Z output socket. And in that case the monkeys at the bottom will get the darker colors from the movie and the monkeys on the top will be lighter. Then you can adjust the Range and Offset with this Index YYZ nodegroup.
There is another interesting usage. When you select an object, and you go to the Properties panel > Material properties > Settings, you will see Pass index. That is the Material index, and you can animate this property in the Material properties in the properties panel.
Similar with the Object index. You can find the object index in the Properties panel > Object properties > Relations > Pass Index. And if you animate the object index you can make interesting effects like animated leds that go on and off.
Layer Weight Plus
With the Layer Weight Plus node group we can easily add a layer weight effect by plugging it in between a texture (or other node that connects to the Base Color of the Principled Shader) and the Principled Shader (or another node group with a color input). The benefit here is that we don't need that many steps to achieve the same effect without this nodegroup. In the example above you see that on grazing angles, the material is darker. It's not physically based most likely but it can be a nice effect and is used in some areas of art (steampunk maybe?). I exaggerated here a bit so you can see it better.
To make LED light. There are loads of options to change the look of the LED light. It's a combination of Emission, the VarShad nodegroup and the LayerWeight Plus nodegroup. We can also add some bump on the surface. So it's highly adjustable.
The level correction nodegroup offers a safer way to correct the levels (and color) of a texture. Usually we use the brightness and contrast node, but we could easily damage the image's data with that. The Level Correction nodegroup is safe to use and keeps data intact unless you put the Saturation higher than 1 and there are already colors on full saturation.
Metal Albedo Values
The Metal Albedo Values Nodegroup provides albedo values for Gold, Brass, Copper, Iron, Platinum, Aluminium and Silver. It's just something to hold on to when you are not sure if your metal should have lighter or darker albedo values. Every handhold or grip is welcome in Blender because there are a lot of factors we are not sure of like color management and strength of light.
With the Metal Flakes shader we can make pretty nice metals, like that flaky metal on lamp post, or even car paint if you scale the texture of the flakes very high. We can also give some variation on the hue, to make the material more believable.
Metal grids 1, 2 and 3
The Metalgrid node group works by distorting the UV rather than using procedural textures. This gives a few other possibilities. And in this case we are using it to make grids.
Mix Normal Maps
With the Mix Normal Maps nodegroup we can Mix two normal maps. And without any other texture we can derive and set the albedo texture from these two normal maps. On top of that we can scale each normal map texture separately and add variation to the albedo. That way we be barely see any tiles. You can go into the nodegroup and load your own normal maps.
With the Musgrave Lines Nodegroup we can make abstract line patterns. You can use this for example for wallpaper or other manmade surfaces.
The Musgrave Variation Nodegroup is a multi-purpose nodegroup. We can use it as shader (straight into the Material Output), or we can use any of it's outputs and plug it in nearly any other socket we can find. Outputs are: BSDF, Color, Roughness, Mask, Normal and Vector.
Musgrave Wave Diff
This is a multi-purpose node group which you can use as shader, or use any of it's outputs: Color, Roughness, Mask, Normal, Vector. Inside there are two procedural textures, Musgrave and Wave, and you can mix these with the difference mix node.
Musgrave Wave Mix
This nodegroup is similar to the Musgrave Wave Diff. The main difference is that the Musgrave Texture and the Wave Texture are now using the Blend Mode Mix instead of Difference. This is a multi-purpose nodegroup that you can use as shader, but you can also make mask, and send the data to roughness for example.
NMS Toon v1
This is a highly experimental nodegroup and offers possibly an alternative way to make a toon shader. The Base color here doesn't work as you expect. In fact it doesn't matter very much what color you pick. Instead of that you define your color with the Hue Saturation and Value settings in this nodegroup, together with other parameters. Light in the scene affect this node strongly. So if you cannot get a result, play with the lights instead.
With the Plastic Foil we can make things like a sandwich bag, wrappers, etc. It has no refraction, and there are loads of settings for imperfection like smudges and wrinkles.
The platinum NMS is one of the first shaders and it's designed to have a nice looking shader for when you model your mesh in Blender. It's a very handy nodegroup to make a simple but nice material with some variations.
The benefit of the Stucco shader is that we can easily apply stucco without tiling effect. We can easily adjust the Stucco to our liking. It's good for when you don't need a close-up of the Stucco.
Tile Maker v2
With the TileMaker V2 Nodegroup we can make a huge range of tiles because some of the settings affect each other like what happens with the Musgrave texture that is build in Blender. To add even more variations, you can plug it into the VarShad nodegroup. Inside the nodegroup there are two Voronoi textures. One is set to Minkowski, and the other one to Euclidian.
With this nodegroup you can distort the UV which can be useful when your texture looks to sterile and needs some distortion. In the screenshot above, you see I applied it to a Checker Texture. You can also blur texture with it.
The Noise Clamp Nodegroup is a multi-purpose nodegroup. You can use it as Shader, or make masks, normals and more. It is base on a Noise texture and you can clamp the noise.
The Skin Shader is a basic skin shader for EEVEE. The skin colors are carefully chosen in the colorramp. We can define skin color based on stepless presets, spot color, Oil on skin, subsurf scattering, pores, etc.
The result we get with this nodegroup reminds me of the pattern we find on military uniforms. It's a multi purpose nodegroup which you can use as shader, mask and bump.
Tiles 1 and 2
The Tiles 1 and Tiles 2 allows us to load Tile textures (mask and normal) and bring them alive a bit more by adding some variations.
With the varshad we can make materials or textures that look sterile more natural. Personally this is my favourite nodegroup and I use it myself very frequent. It has three noise textures in side and each noise texture adds variation it's own way: Value, Hue and Saturation. From that it derives also a bumpmap, roughness map and color.
Here are a few utilities that are useful when building our materials. One very handy one is the Colorramp alternative. The problem with a colorramp is that we cannot use them in a nodegroup and connect the stops to the inputs of the nodegroup. With this nodegroups it is possible. But there are some other handy nodegroups.
- Fix Plastic Foil. For now, it's in the library and works.
How to contact me in case you need support or have a request?
- Go to the page of this product and you should see an option to contact the creator. (Look under: Looking for Product Support?).
- You can also send me a pm on Twitter: https://twitter.com/Newmediasupply.
- Or if you are active on Blenderartists.org: https://blenderartists.org/u/Peetie
- Or visit: https://blender-addons.org/contact-us/