Append Materials
This operator appends preset materials to the scene. They use my own grunge shader node groups to create grunge effects on the material.
Preview images below are not image textures but the result of the materials added to a plane.
These materials are prefixed with "rflow_" for easy query and identification and for now are:
rflow_cloth
This is the grunge shader I use for cloth models particulary ones created using the Panel Cloth operator in Random Flow.
rflow_glass_cylinder
I use this for cylinder objects mostly when I model some scifi canisters but it can also be used for other designs.
rflow_metal
This is the base of some of the other materials in the set and is not using any images for additional details like texture or bumps.
rflow_panel_hard_obj / rflow_panel_hard_uv
This is using the rflow_metal material setup but image textures has been added for additional detail. It uses one of the two 4k images I have baked using Random Flow. These come in two versions, with one using UV mapping and the other using Object mapping.
rflow_panel_soft_obj / rflow_panel_soft_uv
This is using the rflow_metal material setup but image textures has been added for additional detail. It uses one of the two 4k images I have baked using Random Flow. These also come in two versions, with one using UV mapping and the other using Object mapping.
These materials serves as a template you can freely modify. They can also serve as preview materials for quick renders if you plan to use other shaders later on.
In Figure 6, you can see that after the details are done using Random Flow the model can be quickly previewed using material shaders in render.
Having the grunge effects so easily achieved using my own shader nodes allows you to render your models much more convincingly.
This will allow you to create concept art or production pieces with less effort so you can let your imaginations run wild.
In my YouTube videos, these materials are assigned to the mesh using Creative Flow's Assign Material operator but without this add-on you can always add them to the mesh manually.
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