Ultimate Procedural Gore Shader

munbythestars in Organic


An extremely detailed, endlessly configurable, multi-layered procedural gore system engineered for the Cycles render engine. This ultimate iteration moves beyond a standard material into a comprehensive and adaptive organic suite.


A Modular Four-Tier Architecture

At the core of the system is a four-tier hierarchy designed for maximum artistic flexibility. Unlike standard materials that rely on rigid textures, these layers are built as independent procedural entities, allowing you to construct your material exactly as envisioned.

  • Base (Flesh/Custom Texture): The foundation of the system. While by default it features a procedural tissue logic, it is fully adaptable; you can easily change the procedural flesh to input custom textures, allowing you to wrap the system around existing character bakes or scanned assets.

  • Sinew: A dedicated layer for structural connective tissue. This adds stringy, fibrous detail that can be tuned to appear subtle or heavily disrupted.

  • Pus: An independent fluid layer that simulates viscous, purulent discharge. Control the spread and pooling of the inflammation without affecting the underlying meat.

  • Blisters: A procedural "burst" system for surface-level trauma. These can be scaled and scattered across the mesh with total autonomy.


Mottle Staining
  • This layer provides targeted discoloration for the Base Flesh and Sinew layers. It allows for the application of a secondary tint color: perfect for simulating deep-tissue bruising, localized rot, or varied pigments.

  • Advanced Masking Logic: You have absolute control over the influence of the stain. Fine-tune the procedural mask with parameters for shape, scale, and edge hardness to create everything from sharp, distinct marks to soft, sweeping spots.


Liquid Coat

This stage of the system is a dynamic liquid layer designed to sit above the main layers. Whether you are simulating fresh blood or stagnant bile, this coat provides the ultimate "wet" finish with high-level control.

  • Reactive Distribution: Utilize displacement data via Directional Concentration. By leveraging vector rotation and dot product logic, the liquid reacts to the peaks and valleys of your mesh, naturally pooling in recesses and thinning over high points.

  • Organic Randomization: The Random Breakup control employs procedural noise to interrupt the surface tension, preventing an artificial look and ensuring the fluid appears organic.

  • Flexible Input: Fully compatible with manual vertex painting or custom texture maps, allowing you to dictate exactly where the coat settles.

  • Universal Tinting: Shift the fluid to any color in the spectrum, with further controls to refine the specular intensity and visual weight of the coat.


Integrated Diagnostic Viewport
  • The system includes a dedicated Viewport Mode for real-time visual feedback, allowing you to cycle through various passes to audit your material’s data. This diagnostic tool is essential for fine-tuning complex setups without guesswork. Instantly switch between Base Texture, Roughness, Normal, Displacement, and Surface Contour views.


And more!
  • Mask previewing for the mottle and liquid layers.
  • Six carefully crafted presets, ready to try.
  • Extensive customization for each of the four main fleshy layers.
  • Global panel for quick and general customization.

$5

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Details
Sales 20+
Published 5 months ago
Blender Version 5.0 - 5.2
Render Engine Used Cycles
License Royalty Free