Cyles greeble shader node setup v1.0

  • July 04, 2012
  • Blender 2.6x
  • Render: Cycles
  • Creator: sky_D
  • License: CC-0
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Cyles greeble shader node setup v1.0

(cycles version of my greeble material)

Ajustable shader options:

  • diffuse color

  • specular color

  • bump amount

  • specular amount

  • texture coordinates

  • mapping options e.g. number of textures tiles

  • main nodes grouped for use for different

mapping options on different objects

Included in this file:

  • own created texture

  • 2 250-samples HD preview renders (2 tiles, 4 tiles)

  • blend file with node setup


  • antenad profile picture

    Looks great. Thanks for sharing.

    Written February 24, 2013
  • radamanthe profile picture

    Nice. It's hard to find good "Sci-Fi panels" textures and I have a suggestion here: JPEG is especially bad for that kind of texture because some pixels color is slightly off in areas supposed to be made of the same color. These artifacts are hardly visible when you simply look at the bitmap. But when the texture is used for bump mapping, colors lack of precision makes the artifacts appears clearly and looks very bad. This is an inherent issue of a lossy format. That would not happen with a lossless format like PNG. Due to the nature of that kind of texture, the compression should be good enough. Could you update it with a PNG version? I hope you kept a lossless version somewhere...

    Written September 22, 2015
  • radamanthe profile picture

    In case you don't have a lossless version, I could manage to edit the texture in GIMP and to remove artifacts everywhere accuratly (using color selection tool with 15 threshold, picking color and refilling selection) then saved it as a grayscale PNG (RGB is overkill as all colors are shades of gray). The texture is now clean and accurate and the PNG compressed it to ~10 Ko instead of the ~156 Ko of the JPEG. This is a win-win! I can send it to you if you wish, don't hesitate to ask.

    Edited September 22, 2015