Ground And Foliage Shader & Texture Pack

by CG Cookie in Materials, Shaders, Textures

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 groupvia 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 Options

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

Specular Options

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 Options

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 Options

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.