Procedural Anatomical Materials

by Daniel De Klawn in Materials, Shaders, Textures


Super realistic entrails and skin textures.

Create the worst and disgusting textures with this set of materials!

Includes Nodevember Materials

Supports the Blender 3.0 Asset Browser.
Blend file has the "K.M. - " prefix and each material has the "Antmy. - " and
"Hm.Skn. - " prefix. PNG Thumbnails included.

Organic textures are just as chaotic and messy in nature as glitch materials.  Therefore, it makes no sense to compose node groups and I decided to divide the nodes into frames for more comfortable use.

Entrails materials:

1. Antmy. - Bone
 2. Antmy. - Brain
 3. Antmy. - Large Intestine
 4. Antmy. - Meat
 5. Antmy. - Muscle
 6. Antmy. - Smal Intestine


Human skin materials:

1. Hm.Skn. - Basic
 2. Hm.Skn. - Bright & Piples
 3. Hm.Skn. - Dark &   Piples |
 4. Hm.Skn. - Rotten

To create more realistic skin, you can do 3 things:
 1. Turn on subsurface in the Principled BSDF node. This will create translucent areas like real human skin.
 2. Create miniature hair particle system.
 3. Sculpt wrinkles where needed by hand.


If you are new to shaders then watch this start lesson on YouTube - https://www.youtube.com/watch?v=84ihoMLGkxQ&t

Why procedural shader textures instead of regular PBR maps?

  • Infinite resolution. Textures that you normally use are always limited by their resolution and in close they are just mess of pixels. Procedural textures, on other hand, have infinite resolution and a huge number of elements that can be changed to suit your needs!
  • With W data you can make a different texture with the same settings to a group of objects.  For example imagine that you need to make a wooden fence.  If you use a regular texture, then all your boards will be the same, you can of course change the scale and change the coordinates a little, but you still be limited to one image.  Using procedural textures, you can customize the materials as you like using object data and W input. Apply it to all objects so they will be absolutely unique, but consisting of the same material.
  • Mix with other procedural materials and textures using mask outputs. Combine colour, height and other maps with mixRGB node and mask outputs.
  • And if you worry about render time then remember that you always can bake your customized textures. This is a very simple process. If you do not know how to bake then watch this video by Olav3D.


Images rendered in cycles.


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Choose a product version:

Sales 40+
Dev Fund Contributor
Published 2 months ago
Software Version 3.0
License Royalty Free
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