By telleropnul, January 3, 2020

Blender 2.82 alpha was used.  No add-ons required.

Understanding of the following viewport render settings is key:

For shaders using transparency, the material blend mode needs to be changed from Opaque to Alpha Blend:

Many thanks to:










The Bump node is resource intensive in this example and can be muted [M]




Noise texture has gray colors from black (0.0) to white (1.0)
MixRGB with “Factor = 0.495” puts transition between blue and green at 49.5% gray (seam 2).
MixRGB with “Factor = 0.5” puts transition between {previous} and red at 50% gray of noise texture (seam 1).
This leaves a small band of blue sitting between the 49.5% and 50% seams.
Tip: Instead of MixRGB nodes you can switch to MixShader nodes and use Transparent BSDF to create an (animated) dissolving material.







‘Wireframe node’ currently only works in Cycles, not Eevee (Blender 2.82 alpha)

















Procedural Textures Pros/Cons:

  • Infinite resolution
  • Increased editability
  • Can be applied to nearly any model without repetition or resolution issues.

Image Textures Pros/Cons:

  • Fast to create download.
  • Good results fast
  • Large files is always better.  You can always resize down but not up.

Normal maps

  • Only required if bumps in your mesh do not match with bumps in your image textures.
  • Only required if you are or can get close-up enough to see bumps and scratches.

You can either:

  1. Bake
    Model hi-poly with real cracks and bumps + setup lighting + bake output as flat 2D diffuse + normal image textures slapped onto a low-poly version of the hi-poly original mesh.
  2. Generate
    Use normal map generator (CrazyBump or

Seamless textures
Don’t bother with seamless textures:


Seamless image textures can work well if photos are larger and are uniform in texture and color (fabrics, wood, brick, foliage, etc.) to minimize repeat artifacts.  Seamless image textures offer more flexibility for when viewing distance increases (UV tiling) but lack detail compared to a non-seamless image textures.  Procedural is more flexible still (scaling + nodes editing) but lacks photorealism when close-up.

Transparency in game engines can be problematic.
PNG is so feature rich, different programs may save PNG slightly differently and corrupt alpha channel data.
TGA is dumb and therefore preferred.  Requires a Windows viewer like XnShell to view.