Blender Procedural Carbon Fiber 🪢 ⚛️
🌟 Product Overview
This product contains a Blender material for procedurally generating carbon fiber as an object’s material.
The aesthetics are inspired by the plain-woven, interlocking threads that warp and wrap along the contours of reinforced, composite surfaces that comprise the high-performance objects such as aircraft or automobile shells.
Gloss and reflectivity are configurable through a number of parameters that utilize Blender’s Principled BSDF “Coat” layer.
Additional flourish is created by a subtle level of sheen for some velvety reflection behavior.
Furthermore, much of the material’s configurability is designed to harmonize with carbon fiber’s common characteristics: stretching of the weave, multiple colors for “yarn” and “warp” threads, configurable texture scale and roughness, etc.
And of course, the material is comprised from groups of shader nodes — making it seamless to configure, customize, duplicate, and extend according to your needs 💪
✨ Key Features
- Extensively customizable controls for the material’s aesthetic characteristics ⚙️
- Clean, well-architected node trees — crafted with care for logical coherence and extensibility ✨
- A starter set of demo objects showcasing various ways to use the material đźŽ
📦 Contents
- A Blender file containing:
- The aforementioned procedural material.
- A usage demo — showcasing a the material and nodes being applied to several different objects.
- A “studio” setup with lighting, multiple cameras, and multiple backdrop surfaces to experiment with.
- An environment-lighting setup with multiple “World” configurations to experiment with.
- A Compositor setup with utility node groups for experimenting with different background compositions, glare effects, recoloring effects, and more.
- A collection of images showcasing final renders from the demo.
đź§© Compatibility Notes
- Built with Blender 4.
- Configured for both the Cycles and EEVEE rendering engines.
- Cycles will be needed to utilize fine-grained Anisotropy settings.
- Should be compatible with previous versions of Blender.
📝 Usage Tips
- The root shader node is configured to accept any base coordinate vector, but I’d recommend using the object’s UV coordinates, given that the unique looks of carbon fiber often coincides with the way it wraps around the contours of a surface.
- A few different base color have been included for you to experiment with. These are contained within their own node group, and have been included in the top level of the node tree for visibility.
You’ll get the .blend file containing the shader nodes and a demo scene with several objects showcasing their use.