An incredibly customizable procedural material for any kind of flesh, now with an animated heartbeat pulse! Many adjustable features can be customized to create realistic open wounds, organ tissue, brain tissue, zombie meat, monsters, aliens, you name it! It can be used in many scenes that require any kind of felshy tissue, from a photoreal open brain surgery to a strange alien ship with gooey organic walls!
You set a heart rate in beats per minute and the surface crawls and pulses on its own: no keyframes, no simulation, no cache, nothing to bake. Can map through object or UV coordinates, so there is no need to UV unwrap.
Every one of the fifteen node attributes takes keyframes, so a wound can dry out, flush or swell over a shot.
This is version 3 of the Procedural Raw Flesh Material. V1 and V2 have sold 1500+ copies, and I hope you enjoy this new and improved V3 as well!
What you get out of it:
- A fully customizable material/shader system.
- A heartbeat you dial in, in bpm, instead of animating it. Amount 0 turns it off and the material goes static.
- A tempo you can ramp mid-shot: keyframe Phase Offset and the beat accelerates smoothly instead of jumping.
- No unwrapping, no texture painting, no baking, no external files.
- Five different flesh looks in the file to showacase the shader's versatillity.
- Real displacement in Cycles and in EEVEE.
Controls:
Shape and pattern
- Scale: overall feature size.
- Lacunarity: how much fine detail sits on top of the large forms.
- W: spatial seed. Change it for a different flesh with the same settings.
Veins
- Veins Extension: how far the vein network spreads.
- Vein Thickness: width of the veins.
- Vein Bump Strength: how much the veins stand out from the surface.
Surface relief
- Main Bump Strength: large-form relief.
- Other Bumps Strength: fine pores and grain.
- Displacement Height: true displacement amplitude.
Color and shading
- Color: base flesh colour.
- Tint (Clearcoat): colour of the wet layer.
- Wetness (Clearcoat): 0 dry to 1 glistening.
Animation
- Animation frequency (bpm): heart rate. One beat = one surface pulse.
- Animation Amount: 0 to 1, scales the crawl and the pulse depth.
- Phase Offset: shifts the beat in time (1 = one beat). Keyframe this to speed up or slow down the heartbeat smoothly.
Plus a Vector input if you want to feed your own coordinates.