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EMC Nodes Pack

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EMC Nodes Pack

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4 ratings

A collection of nodes that help in the creation of procedural/non-destructive textures. All work with Cycles. Almost all work with EEVEE. It will be specified in the node name if it's Cycles exclusive.

Similar to the Substance Painter workflow, it is possible to keep these nodes active for further editing later on, and mix between them using masks, either pre-existing ones within blender, masks you will find inside of these packs, or by painting the masks manually. 

Keep in mind these are node packs, not an addon.

Please consider supporting me by buying this product.


Examples can be found here


5/10/2021 UPDATE:

- Added value and vector mix nodes (for Geometry Nodes)

- New Seamless tile 4D node (followed a youtube tutorial. Will post the link if I could find it again)

- New Height Mix node, similar to the one in Substance Designer

- New curvature map node. Works only on low poly models (no bevels!). Can work in EEVEE in version 2.93 and later

- New Bricks texture

- New tile node. Didn't replace the old one.


12/24/2020 UPDATE:

- Removed the option to download separate packs, however the old pack files are still available.

- Updated some nodes to fit the "new" vector input design

- Removed the mapping nodes, as those have been replaced officially with the mapping node redesign

- Marked the nodes as assets for the upcoming asset manager coming to blender




:

- Mapping with external inputs
   - Location mapping with external inputs
   - Rotation mapping with external inputs
   - Scale mapping with external inputs
- Fake Blur: creates a fake blur effect by utilizing the noise texture node
- Variable Ramp: works similarly to a color ramp node with two sliders, however includes external inputs
- Check Mapping: Checks to see if the vector value is 0, and if so it will use the given mapping type. Useful for creating node groups that use a specific mapping type by default.
- Normal Mix: mixes two normal maps with a factor slider, similar to Mix RGB
- N-Gon: creates a shape with a select amount of sides, minimum of 3
- Pixelate: converts a mapping gradient to a "pixelized" form
- Repeat: repeats the mapping once it surpasses 1
- Tile: Similar to the Repeat node, but with more controls over the location, rotation, and scale of each repeated tile


- Mapping with external inputs
   - Location mapping with external inputs
   - Rotation mapping with external inputs
   - Scale mapping with external inputs
- Fake Blur: creates a fake blur effect by utilizing the noise texture node
- Variable Ramp: works similarly to a color ramp node with two sliders, however includes external inputs
- Check Mapping: Checks to see if the vector value is 0, and if so it will use the given mapping type. Useful for creating node groups that use a specific mapping type by default.
- Voronoise: Useful for creating odd patterns
- Sparkle Grunge: Creates grunge along with optional streaks
- Paint Strokes: Creates randomly colored streaks that resemble paint strokes
- Fingerprints: Creates a mask of random shapes resembling stylized fingerprints
- Paint Peel: Requires a texture input with a gradient. Creates a paint peel like mask for use with a bump map or displacement
- Edge Noise: Requires a texture input wit ha gradient. Converts the gradient border into a noise
- ID Mask: Requires a color texture input. Creates a hard black and white mask of a selected color that exists on the provided texture.
- Scratches: Creates a mask that resembles scratches with the default settings. Could be adjusted to resemble different things


:

- Check Mapping: Checks to see if the vector value is 0, and if so it will use the given mapping type. Useful for creating node groups that use a specific mapping type by default.
- Variable Ramp: works similarly to a color ramp node with two sliders, however includes external inputs
- Edge Noise: Requires a texture input wit ha gradient. Converts the gradient border into a noise
- Edge Detect_CYCLES: As the name implies, this node only works in cycles. It generates a mask of the edges without any input necessary from the user.
- Edge Detect: Requires Curvature texture map input. Could be baked using most bakers. Generates a mask of the edges with adjustable variables.
- Crevice Detect: Requires Curvature texture map input. Could be baked using most bakers. Generates a mask of the crevices with adjustable variables.
- Dust: Requires an object space normal texture map input. Could be baked using most bakers. Uses Blender's Normal mapping by default (requires to change the vertical axis using the second slider. It is assumed that a baked map will be used more often than not). Generates a mask that resembles a layer of dust on the top of the model. Useful for masking dust or snow materials, among other uses.
- Dirt: Requires a position texture map input. Could be baked using most bakers. Possible to use Blender's Generated or Object mapping (requires to change the vertical axis using the second slider. It is assumed that a baked map will be used more often than not). Generates a mask that covers the bottom of the object, resembling dirt.
:
- Dust: Requires a shader input among an object space normal texture map and curvature map. Generates a layer of dust on top of the shader inserted.
- Rust: Requires a shader input among a curvature texture map and an AO map. Generates a layer of rust on top of the shader inserted, favoring edges if a curvature map is used.


:
ALL previously mentioned nodes +
- Glass Dispersion shader: A glass shader with a fake dispersion effect
- Fresnel 2.0: Fresnel node that respects roughness
- WORLD NODE Vignette: used in the world nodes. Creates a vignette effect.
- WORLD NODE Image HDRI: Used as a background node. Respects color intensity in regular, non HDRI images
- Both UDIM nodes found here: https://gum.co/emcudim

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