Procedural Crystal Rocks Generator V 1.0
Crystal generator for Blender
This file for Blender has a material with different parameters that allow you to create different types of crystals and a geometric node for generating rocks with various parameters that allow you to customize the shapes.
Crystal Shader features
The material has several characteristics which are as follows.
Color A and B, which are mixed together, the saturation and brightness have a great influence on the result, less saturated colors are recommended and not to exceed too much with the limoniness.
High color brightness values generate brilliant shades.
IOR
This value control the index of refraction for the crystall shader, it has a great impact on the shading, common gems have a range between 1.327 and 3.220
Crystal quartz is 1.4585, Diamond IOR is 2.4168, for more search about crystal gemstones IOR.
--Mix Color Tint--
These are the parameters that modulate the mixing between colors, and using the View Color Mix option, you can view the grayscale mask that modulates the mixing.
Black corresponds to zero mixing and white to maximum.
Edge Mix Size
This value controls the blending from small to large edges
Mix Contrast
This parameter modulates the contrast and can be modulated so as to have a more or less accentuated mixing between the two colors.
Edge Noise Scale
This parameter controls the noise between the two colorations.
However, with similar colors it is difficult to see, especially because glass-type materials tend to fade two colors a lot due to refraction and transparency.
--Edge Roughness--
This parameter box controls the roughness of the surface.
View Rough Mask, allowing you to view the grayscale mask that controls the roughness, where black corresponds to zero roughness and white to the maximum roughness of 1,000.
Edge Rough Size
Edge Rough Size controls the size of the roughness localized on the edges of the mesh, this value is influenced by the angle and therefore it is possible that with too large angles the extension and precision can change drastically.
Noise Edge Scale
This value controls the scale of the edge noise, and is also controlled by another value below it which is Scale Noise Multiply, which can be used to multiply the Noise Edge Scale value.
--Scratches value--
In this box it is possible to customize the scratches on the surface, and it is possible to see this map using the option to display the roughness mask.
Scratches Scales
This as should be obvious controls the size of the procedural map for scratches.
Value
This controls the brightness of these scratches, which directly affects the roughness and bump map
At the moment this value is used to control both of these parameters, in the future I will evaluate whether to also add a parameter to control the bump map.
The X, Y and Z values control the scale of the scratches, in the various directions, this can be useful because it allows you to align the scratches on some axes if you use different scales, for example X=1.0, Y=1.0 and Z=16.8 aligns the scratches on the Z axis horizontally.
Dispersion On Off
This option turns material dispersion on or off.
Dispersion
This value increases or reduces the dispersion. I have also added a second control where it will be possible to further increase the dispersion using the Dispersion2 parameter
Fake Caustic
this parameter allows you to control the transparency of the shadow and produces a fake shadow that approximately simulates caustics, but it is not a real effect, furthermore if dispersion is activated this influences the coloring of the shadows further.
Rocks generator geometry node
The Geometric Node for generating rocks allows you to create simple rocks.
The control parameters are different, but I will explain just a few here.
Seed, controls the random variation that controls the generation of rocks, and variations can only be obtained by intervening on this parameter, in this way it will be possible to leave all the other parameters unchanged to obtain different crystals.ì
Max
This value controls the overall dimensions of the rocks.
Radius controls the bevel of the surfaces and the Count value controls the complexity of the surface, but values of 20 to 200 are optimal.
The other Scale X, Y and Z values control the scale on the axes, as well as rotation is controlled by three parameters related to the axes X, Y and Z.
Subdivide Mesh, controls the subdivision of the mesh, this value is linked to the Surface Noise value, and allows for irregularities in the generated mesh.
Crystal shader and rocks generator node