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FIELDWORK — Procedural Lab

54 native Shader Editor node groups, 20 material examples, and a studio showcase. Built for Blender 5.0+. No image textures, drivers, OSL, or runtime dependencies. All graphs are editable.

FIELDWORK procedural texture showcase

Download the complete pack · Download the add-on

Start here

Install dist/FIELDWORK-addon.zip through Edit → Preferences → Add-ons → Install from Disk, then enable FIELDWORK. In a material's Shader Editor choose Add → FIELDWORK. Nodes follow the mouse; generators arrive connected to Generated coordinates. Saved materials continue working without the add-on.

For the Asset Browser, add the dist/FIELDWORK folder under Preferences → File Paths → Asset Libraries. Drag a node group into the Shader Editor. Connect Texture Coordinate → Generated, Object, or UV to its Vector input. Asset Browser groups do not automatically insert coordinates. Keep the showcase elsewhere if you want to avoid duplicate assets; the installer folder includes the library only.

Install and enable the add-on to retain the menu after restarting Blender.

Visual catalog — every tool

These are actual Blender renders of all 54 shipped node groups. Open a sheet for full-resolution labels.

Native texture primitives — 15 tools

All native generators: Noise, Magic, Gabor, Voronoi, waves and gradients

Patterns and organic fields — 24 tools

All geometric patterns and organic texture fields

Mapping and mixing — 15 tools

All mapping and mixing tools, with a checker reference

The checker tile is a reference for coordinate changes. Twist uses a tilted coordinate domain to reveal its Z-dependent rotation on a flat swatch. Spherical, cylindrical, polar, and mirror examples use centered coordinates. Tile Repeat uses a spherical gradient; the final four tiles demonstrate mask blending, contrast remapping, a palette, and surface shading. These are example settings, not the full range of each node.

Generators

Noise 4D, Fractal fBM, Ridged Fractal, Magic, Gabor, five Voronoi variants (F1, F2, Smooth F1, Distance to Edge, N-Sphere Radius), White Noise, Wave Bands, Wave Rings, Linear and Spherical gradients.

Patterns: Truchet Arcs, Truchet Maze, Dots, Rings, Rounded Tiles, Checker, Stripes, Zigzag, Sine Weave, Diamond Grid, Radial Spokes, Spiral, Brickwork, Crosshatch.

Organic fields: Clouds, Flecks, Contours, Cells, Cell Edges, Pebbles, Marble, Woodgrain, Scratches, Lava.

Mapping: Coordinates, Transform, Domain Warp, Polar, Tile Repeat, Twist, Bend, Spherical Mapping, Cylindrical Mapping, Mirror, Vector Mix.

Mixing: Mask Mixer, Remap, Palette, Surface.

Patch recipes

  1. Warped Voronoi: Texture Coordinate / Generated → Transform → Domain Warp → Voronoi Edges. Factor → Palette → Principled Base Color. Factor → Bump Height → Principled Normal.
  2. Magic interference: Generated → Twist → Magic. Native Color → Principled Base Color. Gabor Phase → Roughness through Remap.
  3. Fractured metal: Voronoi Edges Factor + Scratches Factor → Mask Mixer Union → Surface Height. Palette Color → Surface Color. Metallic 1, Roughness 0.3.
  4. Truchet enamel: Generated → Truchet Arcs. Color → Surface Color; Factor → Height. Bump Distance 0.015, Roughness 0.22.

Use the Surface group's Shader output with Material Output → Surface. It wraps Principled BSDF with bump and emission controls. You can also use any ordinary Blender shader.

Controls and coordinate conventions

  • Scale multiplies the input coordinates. Keep subsequent mapping scales at 1 to avoid multiplying scales unintentionally.
  • Pattern groups use XY; use UV for wrapping on meshes. Generated coordinates are convenient but may stretch with object proportions.
  • Transform rotations are radians. Twist rotates around Z according to Z; Bend rotates around Y according to X. These alter the texture domain, not geometry.
  • Spherical/Cylindrical Mapping expect coordinates centered at the origin. Use Object coordinates, or subtract (0.5, 0.5, 0.5) from Generated first. Their seam is unavoidable; angular U occupies 0–1.
  • Factor is clamped to 0–1; Raw preserves native generator values. Native Color preserves random Voronoi / Noise / Magic colors. Color is the exposed Color A/B palette.
  • White Noise is discontinuous. Floor coordinates or use Tile Repeat with care when you want stable cell colors.
  • Magic depth is fixed at 5 inside the group because Blender does not expose it as a linkable socket. Tab into the group to change it. Fractal fBM and Noise 4D share the same native noise algorithm; one is an explicitly named fractal entry point.
  • Softness is in pattern coordinate units. Avoid extremely thin lines at distant viewing scales. Remap White Point should exceed Black Point; Flecks Upper Edge should exceed Threshold.
  • The primitive Voronoi groups are 3D. Stylized Cells/Edges/Pebbles and Truchet patterns are planar. Tab into any group to change native settings such as distance metric or wave direction.

Files

  • dist/FIELDWORK-addon.zip: installable add-on.
  • dist/FIELDWORK/FIELDWORK.blend: asset library with groups and material examples.
  • dist/FIELDWORK/blender_assets.cats.txt: organized asset catalogs; keep beside the library.
  • dist/FIELDWORK-showcase.blend: editable studio swatches.
  • output/FIELDWORK-preview.png: rendered contact sheet.
  • output/validation.json: build checks.
  • fieldwork/core.py and build_pack.py: source and reproducible build.

Rebuild with blender --background --factory-startup --python build_pack.py from this directory. The build uses an isolated scene.

Node interfaces follow Blender's API: https://docs.blender.org/api/current/bpy.types.NodeTreeInterface.html

License

The FIELDWORK Python source is GPL-3.0-or-later. Generated node graphs, example materials, and preview artwork are dedicated to the public domain under CC0-1.0. Use the assets in personal or commercial work without attribution.

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54 procedural texture, mapping and mixing nodes for Blender. Native editable shader assets, examples and a complete visual catalog.

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