> 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="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FLojg29RXYNaUp5GRUdfX%2Fblender_VK8prfQNA9.png?alt=media&amp;token=fcb6983d-87f3-40ed-a9ff-63c83008cc93" 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="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FNq5nfIelcVtThbg21AZE%2Fblender_XS1aZ4tLBx.png?alt=media&amp;token=e6d76fb7-ccc9-49d0-8fe6-afc6cdd282a3" 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="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FwFPsba9UUknCjUYUR17O%2Fblender_1zGy4ToYTU.png?alt=media&amp;token=7b27ae71-2386-4b7f-8171-c148f04046e7" 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="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FhjPu13T86tBd5KsmRcqz%2Fblender_Xxmugg924a.png?alt=media&amp;token=4c5c409f-4b59-4d58-9c07-fce9386c9599" 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="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FlcTfACqd6s1NBRWriNDT%2Fblender_p9kMcX2FUV.png?alt=media&amp;token=c9d52602-7bc2-4e66-b4ab-2f2cdf62b326" 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="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FL3CS47l3bZXBKwaK25xL%2Fblender_OOXe2fxhue.png?alt=media&amp;token=e2917e3c-017b-4147-9d3a-f57f5d027b5b" 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="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FtHS8fb4GqHfxyjfmSCsp%2Fchair1.png?alt=media&amp;token=f038c8ba-4e3d-4625-8f62-46e2145c2359" 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="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2Frd9oBBuIIwKNzgFfXju7%2Fmacro_01_jpg.jpg?alt=media&amp;token=b107c63b-365b-4b32-b384-bf741bb1852d" 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="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FT9ITbd41Ijdurvnf0Hvi%2Fhub.png?alt=media&amp;token=e0a81308-ea7c-4c6d-a469-a11e9fab86b2" 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 %}
