
120 Surface Imperfection_VOL-02
A material can be technically correct and still look like nothing has ever touched it. These 120 imperfections are for the pass that comes after the material is finished: the scratch you only catch at a certain angle, the dried ring left under a bottle, the film a cloth leaves behind when it wipes something down.
Every one is a separate SBSAR, so none of it is fixed. Raise the height range until a scratch catches the light. Drop the contrast until a smudge is barely there. Export at whatever resolution the shot needs.
Nothing here is tied to a material type either. The same stain reads on brass, on lacquered wood or on a plastic panel, because you're driving roughness rather than painting a look.
TECHNICAL Count: 120 imperfections Format: 120 individual .sbsar files Outputs per file: roughness, normal, AO, height Exposed parameters: roughness, normal intensity, AO, height position, height range, rotation, normal format (OpenGL / DirectX) Bitmaps: 4096×4096, 16-bit PNG, grayscale masks Tiling: all 120 are seamless Source: mostly procedural, a small number built from photo reference Previews: every imperfection ships with its own preview image
COVERAGE Scratches Smudges Splash stains Spots Liquid stains Wiping residue
INCLUDED - 120 .sbsar files - 120 4K 16-bit PNG masks - 1 .blend containing 120 node groups, one per imperfection, each with its mask already imported and its own controls, ready in the Asset Browser
REQUIREMENTS The Blender library needs Blender 3.6 or newer. The PNG masks need nothing beyond a renderer that reads a grayscale texture.
NOTES The PNG files are grayscale masks, not full PBR sets. The other channels come out of the SBSAR, at whatever resolution you set.
You will get 4 files
All files previously purchased will always be available for download in your Library