Procedural Sci Fi Metal Shader For Eevee & Cycles

by Lincoln Antonio in Surfacing


How does it work?
The shader splits up each panel type into a different sublayer, allowing for control of individual details such as wire subdivision, wire grid size, and panel layer color, vent size & distribution etc. all from the main node group settings.

The image below shows the main node group color output nested within the main shader. Within the default output:
  • Red shows the primary panels, which define the size multiplier for the secondary panels.
  • Pink shows the second layer of detail, smaller by default, but can be made larger with a decimal multiplier (eg. .02 instead of 20) to get the larger panels shown here
  • Green is the third layer of panels, which follows the size of the secondary paels with a slight modulation, based on the randomness value in the main shader
  • Yellow shows the cables (which can also be used as a structure grid, if the cable division is set to a low number like 0.2).
  • Blue marks the vent area (embedded ambient occlusion for additional depth even in Eevee)



Node Groups
The overlay node, Scratches & Dirt, is already embedded in the Scifi Greeble shader, and controls the not only the dirt and scratches that appear on the surface, but also parameters for brushed metal intensity and scale.

'Weathered Chrome' is a standalone simplified solid surface version of the panel shader.Note this look can also be achieved by setting the main panel scale to '0'.

$10

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Details
Sales 60+
Dev Fund Contributor
Published about 3 years ago
Software Version 2.83, 2.9, 2.91, 2.92, 2.93, 3.0, 3.1, 3.2
Render Engine Used Cycles, Eevee
License Creative Commons