Materialiq is a collection of Materials for Blender 2.8+ that are designed from the ground up to take care of the time-consuming tasks usually involved with creating and changing materials, allowing you to focus on other important aspects in your scene other than materials.
Official documentation for the addon and more here.
materialiq 4.6 is here!
NEW RELEASE: 2021/12/24: materialiq 4.6.1 - Added official support for Blender 3.0, fixed an issue with the 'move installation path' feature, fixed other 4.6 bugs.
Material Mapping Can be Rotated Along Each Axis Individually
Material Mapping Scale Automatically Adjusts to Object Scale (Possible to Turn Off for each Material)
Resize Material Mapping Globally or Along Any Given Axis
In materialiq, 90% of the materials use the same Node Group, so you can make the usual changes in exactly the same way.
Change diffuse + roughness texture strength and normal map strength, colorize it, play around with the brightness/contrast and hue/saturation of the texture. Make the material's surface rougher or more polished.
Change the Material's Base Color to achieve different color variations
Adjust Diffuse & Roughness Texture Strength Controls, or change their Hue, Saturation, Brightness and Contrast
Adjust Normal Map Strength or Flip the Green Channel (Y axis)
The same actions produce the same results on each material, so customizing them and creating variations is fast and easy without needing to deep dive into understanding how it all connects together.
Startup .blend file included with quality defaults for Architectural or Environment visualizations
Summon a Material to the Scene Without Duplicating Data-Blocks
Showcase .blend Included Containing 10 Varied Simple Scenes to Explore
Save Memory or Improve Performance by Lowering Texture Resolution
Replace a Material Globally or Only on Selected Objects
Animated Water Materials with Adjustable Node Group
Macro Tiling of Most Materials is Greatly Reduced
Each Material Is Categorized and the Online Overview Provides Fast Navigation
Material Colors are Consistent; Viewport Color = Node Group Color ≃ Rendered
The color of the material in the viewport and the Node Editor (Shader Editor) resembles its rendered appearance, for consistency and easier scene navigation.
Materials are sorted by numbers and letters, so each one has a unique ID. This makes it much easier to find them fast and create variations of the same material. For example, 2A is the first wooden material: 2A_Wood_Oak_mqm
mqm stands for materialiq material
You can browse material previews, check out the showcase scenes, read the tutorials, give feedback, and request new materials at polygoniq.com/materialiq
Every material has its own page with closeup and perspective renders. Get to know the materials fast without waiting for them to render (also useful for clients).
10 simple scenes are included, so you can explore and see how the different materials and modifiers are used. For full resolution renders, visit the webpage at polygoniq.com/materialiq/showcase
30 HDRs are also included which are all from Greg Zaal and were downloaded from hdrihaven.com.
They are in 4k resolution to save memory and shorten loading times for rendering. These HDRI were named according to the time of day they represent, for convenience. Their emission strengths have been adjusted to keep them balanced.
This is obviously a material library for Blender, but there is another program that also played a big part. While Photoshop is of course the reigning king of 2D editing, it lacks the programmable approach that GIMP has. It may not be the most intuitive for all tasks, but you simply can't beat GIMP when it comes to filters and adjustments.
Lots of the data used in this library doesn't necessarily come from us. We believe that building on other people's work is nothing to be ashamed of, but it's always best to give credit where credit is due (and make sure the license allows it).
Texture Coordinate 'mapping' node with Inputs
mapping rotation was especially useful as it is mathematically hardest
Ctrl+Shift+LMB preview of a node is a game-changer when setting up materials
A large growing resource of high-quality CC-0 HDRs curated by Greg Zaal who we support on Patreon
Breakdown of where the textures/photos come from:
There have been around 6 different iterations where we've basically redone the entire system from scratch to add new features, but also to keep it clean or fix various issues.
As we use this ourselves in our projects, over time we'll be gradually expanding the library with new materials, as well as adding new useful features, to the addon or the materials themselves.
Let us know your requests/feedback and we'd be happy to implement it.
What do others think about materialiq?