> For the complete documentation index, see [llms.txt](https://www.blenderguppy.com/add-ons/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://www.blenderguppy.com/add-ons/random-flow/functions/shading/append-materials.md).

# 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.

<figure><img src="/files/k0cspOGbVWn69B3Ot2tv" alt=""><figcaption><p>Figure 1</p></figcaption></figure>

{% hint style="info" %}
*Preview images below are not image textures but the result of the materials added to a plane.*
{% endhint %}

These materials are prefixed with "rflow\_" for easy query and identification and for now are:&#x20;

### rflow\_cloth

This is the grunge shader I use for cloth models particulary ones created using the **Panel Cloth** operator in **Random Flow**.

<figure><img src="/files/qN2yTxdBG7Ut590fAR3j" alt=""><figcaption><p>Figure 1</p></figcaption></figure>

### 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.

<figure><img src="/files/iIMArlYAOCMx5x3Ckiqh" alt="" width="458"><figcaption><p>Figure 2</p></figcaption></figure>

### 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.

<figure><img src="/files/xHtOiEUJCmYwn4oX6z7f" alt="" width="520"><figcaption><p>Figure 3</p></figcaption></figure>

### 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.

<figure><img src="/files/f9iApU8V8LDVWJwXZOTs" alt="" width="522"><figcaption><p>Figure 4</p></figcaption></figure>

### 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.

<figure><img src="/files/6cObfOgZr2PQnBXUD5YQ" alt="" width="519"><figcaption><p>Figure 5</p></figcaption></figure>

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.

<figure><img src="/files/tXgAdLqWM2uIt93cbQwA" alt=""><figcaption><p>Figure 6</p></figcaption></figure>

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.

<figure><img src="/files/dDYSbed3d3dr3dCWQZzS" alt=""><figcaption><p>Figure 7</p></figcaption></figure>

Having the grunge effects so easily achieved using my own shader nodes allows you to render your models much more convincingly.

<figure><img src="/files/xs7d4JG9RQuLTDbjAt0s" alt=""><figcaption><p>Figure 8</p></figcaption></figure>

This will allow you to create concept art or production pieces with less effort so you can let your imaginations run wild.

{% hint style="info" %}
*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.*
{% endhint %}


---

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