procedural_material
Generate procedural node materials for Blender meshes for renders. Bake to images afterward because they don't export to glTF directly.
Instructions
Give meshes a procedural node material for renders. It does NOT reach glTF: run bake_maps afterwards to turn
it into images. Kinds: wood (rings, fibres, knots), checker, diamond (knurled bump), bricks (with mortar), noise
(mottled), marble (veins), worn_metal (used steel: dirt in cavities, bright edges, scratches, rounded edges).
color_a is the main colour, color_b the second (dark grain, mortar, veins, dirt), both '#rrggbb'; each kind has
its own when empty. scale is the pattern frequency; seed shifts the pattern. roughness is 0-1; for
worn_metal it is the clean metal, dirt and scratches add to it.
Patterns lie on the UV map (a mesh without one is unwrapped with smart project and listed in unwrapped), so
their size follows the UV islands. worn_metal works in object space instead: no seams, sizes follow the object.
Its dirt, edge wear and rounding use ray-traced nodes: seen in cycles and bake_maps, not in eevee, and neighbour
objects darken the cavities, so build the model first.
params (optional): bump_strength; wood: grain_stretch (6), knots (true), distortion; marble: distortion;
bricks: mortar (0.03); noise: detail_scale; worn_metal: dirt (0.6), edge_wear (0.5), scratches (0.3), metallic
(1.0), and in metres bevel_radius, wear_width, ao_distance.
The same material name rebuilds it. Slot 0 of each mesh gets it. For a plain colour or image maps use
set_material.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| kind | Yes | ||
| seed | No | ||
| names | Yes | ||
| scale | No | ||
| params | No | ||
| color_a | No | ||
| color_b | No | ||
| material | No | ||
| roughness | No |