Trim Masks | Shading node groups for Blender Cycles and Eevee
Library of node groups to create trim masks for trim atlases with logarithmic distribution in Cycles and Eevee. What I call logarithmic distribution is the effect of a tile along one direction being half the size of its predecessor, starting with 0.5 as the first tile size.
With these masks you will be able to create trim sheets for entire PBR texture sets directly in Blender. Just play around with the examples in the file to get a hang of it!
If you use this for your art and you're sharing results online, please tag me with @narranoid so I can see what you're making! Also, if you feel very supportive, feel free to add the product link as well. :)
License: Creative Commons CC0 1.0 Universal (CC-0)
How to use
Go to
File > Link... > Navigate to the downloaded file > Go into the NodeTree folder > Select all node groups > Press Link
Then you will find the node groups in your shader editor under
Add > Group
or using the search feature.
Instead of Link, you can also use Append to create a copy of the node groups in your file.
To understand how the different inputs work, check out the Blend file containing the groups.
Recommendation
I recommend using them combined with the HotSpot Tool of the DreamUV add-on by @leukbaars. Get DreamUV from GitHub and check the Hotspotting feature in the README section:
https://github.com/leukbaars/DreamUV
Limitations
1) Negative values for various inputs (like Logarithmic) aren't handled well yet. But I'm planning to change this in the future, so your're able to invert certain effects along axes.
2) In general, the node groups are intended to be used in UV space (0 to 1), so behaviour for any input values exceeding this space might not be of use to you.
Additional Credits
Huge thanks to the people on Math StackExchange helping me out with an important formula used in these node groups. Check out the thread here:
Blend file with node groups, documentation and examples