Blender Automotive Procedural Shaders V1.1
Since it's a shader collection, there is not much of a documentation to add, you can find the details in the first page, and if you buy the pack, you'll find a "WELCOME" text in the text editor which gives information on how the shaders were designed!
CHANGELOG:
_v1.1:
-22/06/2020 (Blender 2.82a)
-huge optimisation on the file itself, it went from 25 MB to 6 MB
-changed name to "Blender Automotive Procedural Shaders"
-added version number on nodes not to mess up with the node groups between the updates
-NEW SHADER:
-introducing a tire shader
-Carbon Fiber:
-completely redesigned light behaviour
-removed bump node to do the normal mixing by hand instead, way cleaner
-removed the ambient occlusion node... it was supposed to give better contrast in EEVEE but was a pain in interior visualisation
-"fiber strengh" parameter becomes "fiber curvature"
-when flat, the fiber has a way better look thanks to the generated normals
-removed some useless nodes
-in general this is cleaner, better, cooler
-(sensitve though with the fiber direction, be sure to have proper UVs or to do a cube projection even if you use Triplanar)
-Carpaint:
-removed the ambient occlusion node
-Brake Disc:
-less extreme and rusty
-added "incadescence" parameter if you want a 24h du Mans style
-Alcantara:
-completely different, looks better with a wider range of colors than the previous one
-Aluminium:
-removed the bump and use Normals instead... looks cleaner
-Reflectors:
-completely new pattern, thanks to Macos Beltrao for the inputs
-Triplanar node:
-supports now good projection on the backside of the three projection axis, necessary to respect tangent space for normal maps
_v1.0:
-28/05/2020 (Blender 2.82a)
-first release
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Tire design brakes Cycles Shader carbon fibre carbon procedural car generative automotive carbon fiber carpaint alcantara eevee Glass