Ready to Use Brick and Tile Shader and Textures
CG Cookie has partnered with Gametextures.com to bring you some of the best tile-able textures around. This brick and tile shader pack includes 35 textures, ready to drop right into your project. Each texture includes all the necessary maps to create stunning surfaces, ideal for floors, walls, and roofs. Included Texture Maps: Diffuse color, Gloss map, Height map, Normal map (including standard and inverted Y), and of course a Specular map.
Custom Materials per Texture
Each texture includes a fine-tuned material specific to that texture, which is ready to use. To use the material in your project, simply append/link the material into your scene and then assign it to your object.
Advanced Shader Node Group for Customization
Would you like to tweak the included materials or create your own? All of the bundled materials are based on an advanced node shader, built by Kent Trammell. This node group shader can be customized to your heart's content, making it very easy to adjust the shader to your specific needs.
Importing the Shader or Material(s)
To use any of the materials or just the shader from this texture pack you must either Link or Append them into your scene. After you've done this you can simply select your object and assign the material to it. Or if you've pulled in the shader, then add it to an existing material from the Node Editor via Shift A > Group > glossyDiffuse_NG. If you're not sure how to link/append the data into your scene then continue reading.
Linking and Appending
Linking the material/shader into your scene will create a dynamic link from your scene to the original file, automatically loading any chances from the original file into your new scene. Note: when linking data like this, you cannot edit the data (material or shader) in your scene. You must open the original shaders.blend to change anything. Appending the material/shader into your scene is similar to linking, except it pulls a complete copy into your scene and allows you to edit it. At this point the data is no longer linked to the original file, allowing you to make any changes you wish without affecting the original version. Link or Append in Materials via File > Link/Append > path/to/shaders.blend > Material > material_name Link or Append in the Shader node group via File > Link/Append > path/to/shaders.blend > nodeTruee > glossyDiffuse_NG
Customizing the Shader
Each of the materials is built upon the glossyDiffuse_NG node group. This node group can be highly customized to suit your specific needs. Below is a complete list of the available options and their purpose.
Diffuse: A color socket for plugging in a diffuse texture map
Diff Hue: Modifies the hue of the diffuse map
Diff Saturation: Modifies the saturation of the diffuse map
Diff Value: Modifies the value (intensity/gain) of the diffuse map
Spec: Color socket for plugging in a specular texture map
Spec Amount: How much specularity should be mixed with diffuse. Keep in mind this is a straight mixture. Thus 0.0 = pure diffuse, and 1.0 = pure spec
Spec Mask: This determines how much influence the spec map has over the mixture. So darker values will show more diffuse and lighter values will show more glossy. For example with a "Spec Amount" value of 1.0 and "Spec Mask" value of 0, the darker spec map values show as black. WIth a "Spec Amount" value of 1.0 and "Spec Mask" value of 1.0, the darker spec map values reveal the diffuse instead of black.
Spec Roughness: General multiplier for specular component's roughness (clarity of reflections). Higher values mean blurrier reflections. lower values mean clearer, mirror-like reflections. Note that the Spec map values slightly effect roughness.
Spec Contrast: Make your spec map darks darker and the lights lighter.
Fresnel Amount: General influence of fresnel effect where reflections diminish as your geometry surface faces the camera directly.
Fresnel Blend: Adjust for the fresnel falloff. Higher values result in a more intense effect. 0.3 is a good starting point.
Fresnel Rough: Increasing this value makes the fresnel effect influence the spec roughness. For example geometry surfaces that face the camera directly will be more blurry while surfaces that face perpendicular to the camera will be more mirror-like.
Grime: Color socket for plugging in a grime texture map, most often a mask.
Grime Color: RGB Color picker to determine the color of you grime. For example, orangish-brown represents rust.
Grime Amount: How much grime is added.
Grime Contrast: Make the darks darker and brights brighter of your grime map.
Normal and Height Options
Normal: Color socket for plugging in a standard purplish normal texture map.
Normal Strength: Intensity of the normal map's effect.
Height: Color socket for plugging in a black and white height/bump map.
Height Strength: Intensity of the height/bump map's effect. Note that in the shaders.blend scene by default, this map displaces your geometry.
Alpha: Color socket for plugging in a white and black alpha/transparency map.
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