More than 110 nodes ready to be combined to make thousand of materials
Actively developed for innovation and follow Blender updates
Unique decal system
Make & bake awesome custom materials using a polished procedural workflow that was designed for actual artists.
Tell your model’s epic story as you apply edge wear, grime, chipped paint, mud, scratches, and more!
Fluent : Materializer gives you easy-to-use, infinite possibilities at the tips of your ambitious nerdfingers.
Stay inside Blender as you create or improve any material, right up to the end, no UVs required. Materialize your vision!
A tool suite to make your own procedural materials
The spirit of Materializer :
A complete and consistent workflow, no premade materials.
A global method, no one shot tips.
Allow everyone to raise their level.
A pie menu for a fast node tree building
Addition and auto-connection of layers, mix layers and edge/cavity masks.
A library of procedural effects
The nodes are designed to be easily combined together.
Smudges, scratches, impacts, fingerprints, dried water drops, dust…
Various grunge and gradient grunge styles.
Brushed, radial brushed, hammered, gold, copper, platinium…
Herringbone, diamond plate, diamond tile, grids (circles, rings, hexagons, triangle)…
Knitted, polyester, leather, wrinkles…
Drops, stains, drips…
Asphalt, puddles, road lines…
Wood 1, Wood 2, cracked wood paint…
Pixelate image, screen shader, hologram…
35 parametric and modular decals. No image, no memory usage, no resolution limit.
Plastic grain, cracked paint, paint details, glass shader…
Materializer allows you to add decals and be able to interact with your material. A unique way to work with decals in Blender.
The mask follows the empty. Be able to add details where you want, without painting, without UV.
Procedural painted mask
With this feature, paint with procedural brush. Of course, the model have to be unwrapped.
Bake functions to export your work
Export in 1 click your creations with a resolution from 1k to 8k.
High to low poly baking.
Bake these maps:
Normal (OpenGL and DirectX)