Material wizard is a high level shader editor Addon for Blender 2.8. While the internal shader editor is great, it is too fine grained in some areas. This is where Material Wizard has it’s strengths. By offering more complex nodes that suite for many common tasks, Material Wizard is a useful addition.

The optimal way would be to add these nodes to the default shader editor, but this is not possible using he current scripting interface, so Material Wizard lives in it’s own node tree.

The outputs of the node tree are Material Generators, that finally create standard materials, which than can be used as usual for Cycles and Eevee.


You get two .zip files from the download location. One file contains the grunge textures. Just unzip them into a separate folder.

The first idea was to supply these textures in the Addon. But Blender installs Addons in a version specific folder. When updating Blender to a new version the path to the Addon changes, which means, scenes created with the older Blender version have a wrong path to these textures.

The second file contains the plugin. Install it as other plugins. In Blender:

Edit > Preferences > Addons > Install.

Than enable it, open it’s properties and adjust the path to your texure folder and the path to the folder, where you previously have extracted the grunge textures.

Primary for development reasons, but comes very handy: After configuration of both paths, Material Wizard stores them in .material-wizard.json in your home folder. If the configuration of those paths get lost (e.g. Addon disable/enable or update), information from this file is used. So don’t wonder if textures can be found, even if the path in the configuration is empty.


To create materials, open Material Wizard Node Tree in one of Blenders views.

For every material, a Material Generator must be added. This creates a material in background, which can be used as any other material in Blender, just assign it to one or more objects. The node offers a comfortable way to do this as well. Clicking on Assign to selected Objects, replaces the material in all slots of selected objects with the one from the node. If an object has no material applied, a new slot is created and the material is linked.

Differences to Blenders Shader Nodes

Material Wizard has some features which are focused on efficiency and usability. They may break with Blenders model of nodes, but they are very powerful.

Mixed Material Trees

It is possible to create a Material Wizard node tree for each material, but a nice way is to create multiple materials in a single node tree, so you can share nodes or partial node trees between Material Generators.

Quick Node Creation

Another feature is the quick node creation. Every input socket has a little button next to it, which is used to create a common node and automatically connect it to the respective socket. Upon clicking on the button, a little selector is opened next to it. The items available here are depending on the type of the socket.

Quick View

A different important feature is the quick view. Every output socket has three buttons next to it, each one diplaying some kind of Eye symbol. When clicking on the right one, a node link from this socket to the Debug socket of Material Generators is created. Now you can see how this socket looks like (The connection is actually created to every Material Generator that has a material used by any of the selected objects). Those are familar to Node Wrangler, it is identical to Ctrl-Shift LMB.

The ‘half Eye’-button does something similar, but only the left 50% of the object (X-Axis) shows the data from the socket, while the remaining part still displays what is connected to the Output socket of the Material Generator. This may be very useful when adjusting the sockets output.

The left (crossed out) Eye-button removes the link and resets the generated material to it’s Output.

Material Sockets have a special role. Left to the three Eye-buttons is a channel selector, where you can choose, which channel should be viewed.

Material Sockets

The orange colored sockets are special to Material Wizard. They transfer information of multiple material component channels (currently Diffuse, Specular, Metallic, Roughness, Normal and Alpha) from one node to the next. In Blenders shader editor, you have to link each channel one by one, which creates a lot works and reduces overview. Here it is just one connection.

There are nodes to split and recombine those channels, if this is a requirement.

Different UV map schemes

All texture based nodes have three different UV mapping options:

  • UV: The default UVMap is used
  • Box: The ‘Generated’ UV coordinates are used. All textures are set to ‘BOX’ projection and the box blend factor is adjustable directly in the node. So no UV’s are required, also useful for grunge maps.
  • Global: Identical to ‘Box’, but the relative 3D location of each vexel to the objects position is used. This can be very useful. In the case of ‘Box’, if the bounding box of the the object has different dimensions in X, Y or Z axis, the texture is squeezed or stretched. Not in this mode, as the global space dimension is used.

In every mapping mode, a Uniform Scale Factor can be adjusted, which is very handy to scale the textures to the correct size.

Additionally, you can enable Random Offset, which shows an Intensity value. If enabled, the UV’s get an offset by Object Random x Intensity. So every object with the same texture has a slightly randomized UV mapping, which prevents equal looking objects.

Node Reference

This sections describes all nodes in detail.

Material Generator

The most important node. This creates a standard Blender material in background and updates it, if anything related in the node tree is modified.

The name of the generated material is show here, you can rename it.

The button Assign to selected Object does exactly this, sets all material slots of all selected object to this material (or creates one, if an object has none).

Everthing connected to the Output socket is how the material looks, while the Debug socket is used to view output of different sockets, as described here.

Material Composer

This node is useful to create a material (part) in the style of Blenders shader editor.

Each material channel can be adjusted individually. They are identical to the sockets of the Pricipled BSDF node and have the same default values. So best documentation is that from Blender. This node work well in combination the Material Splitter, so you may modify single material channels, while preserving others.

The Hide unconnected toggle is useful to reduce the size of node in the tree.

Material Splitter

Splits a Material Socket into its separate channels.

Not much to describe here, this node takes a composed material and separates it into single channels. Useful to modify single channels and subsequenlty recombine it using the Material Composer node for further processing.

The Hide unconnected toggle is useful to reduce the size of node in the tree.

Material from Textures

This node is used to automatically create a PBR shader from a set of textures.

Material Wizard scans your texture collection after configuration in the addon preferences. It assumes that your collection is sorted by kind of textures in subfolders to the root folder, e.g. Bricks, Stone, Wood, …

By selecting one of the subfolders in the drop-down box at the top of the box, this folder is scanned for PBR sets. Naming conventions from most texture sites are taken into account in this process. The scanner first looks for diffuse, color or albedo textures and subsequently seaches for textures containing the other texture channels using the same base name of the diffuse map.

The selector showing the texture can be used to choose the texture set. Upon selection, the material is automatically updated. Here the diffuse/color/albedo map is shown. There’s a plan for future versions of Material Wizard to automatically create preview images for all sets and show this instead of the diffuse map.

The toggle Is DirectX Normal Map is useful, if the texture set has a DirectX instead an OpenGL compatible normal map. If selected, the node tree is modifed, so the normal map is converted to the correct format.

Just below this toggle, UV settings can be adjusted. Take a look into section Different UV map schemes for details.

Following this are sockets for Hue, Saturation and Value. These are very handy inputs to ajust the diffuse channel using a grunge map or a mask, e.g. to add some dirt or random to maps, or just to quick adjust the map, so it matches to surrounding materials.

The final socket, Roughness Offset, is just an offset to the roughness channel. Reducing it, let some materials look some kind of wet. Plugging a mask to this socket may create the effect, parts of the material is wet.

Principled Shader

Transforms a Material socket to a Shader socket offering most of the Principled BSDF node controls.

All nodes that have a Material output socket, have a Shader output socket as well, so in most cases, this node can be prevented. Those nodes internally have a Principled BSDF using default values on all other inputs. But in certain cases, full control is required. Use this node if needed.

All inputs are identical to the Principled BSDF and have the same default values. For a detailed description, look here.

Transparency is handled a bit different. If an alpha channel is supplied from the material input, the alpha input from Principled BSDF is used. Except if Alpha as Transmission is selected. In this case, the inverted alpha value is supplied to Transmission input, which is than a shader for glass or liquids. If enabled, the IOR can be selected from a list of common materials. If the required IOR material is not in the list, select User Value the be able to adjust the IOR value on your own.

The Hide unconnected toggle is useful to reduce the size of node in the tree.

Grunge Maps

This node is an essential part of Material Wizard. As many real world material don’t look as clean as the textures in PBR sets, these maps can be used to affect different elements of a material, like saturation, value (HSV), roughness or the metallic channel. While noise textures are great, they often look some kind of synthetic or require a complicated, repeatetive setup. Using grunge maps is quite easy. Select one that ships with the Addon and adjust it to your needs.

All grunge maps that ship with the Addon are packed, four maps in a single RGBA texture, to safe texture space (@0 to @3). So using one or more from one set just uses a single texture file.

The large image shows the texture that is used as base map. Clicking on it, allows to choose a diffent one.

Here are the maps that ship with Material Wizard.

Just below the selector, UV settings can be adjusted. Take a look into section Different UV map schemes for details.

Using a grunge map as is is very limitted. So the node contains different controls to modify the gray values of the map in a very comfortable way. Just below the UV settings are controls to switch between Map Range, Color Ramp and Curve. Select one and adjust the node’s output to your needs.

Mask Generator

The Mask Generator is a powerful node to apply effects to materials in certain areas only or use it as mask to mix two different materials (using the Layer Manager).

This node can be extended depending on qour requirements. In the simplest form, a live calculated gradient is generated, which can be adjusted by the curve control. At the top, the kind of mask can be selected.

  • Edge Mask: This mask is calculated using the bevel node. It only works well on hard edges and when using Cycles (in Blender 2.8). If the object has an active bevel modifier, results are not as expected. To use this mask in Eevee or if a bevel modifier is needed and for performance reasons (the bevel node is very expansive), use the bake option (see below).
  • Ambient Occlusion: Very useful to create a mask for dirty areas. Has the same limitations as the Edge Mask: Cycles only and bad render performance, baking is preferred (see below).
  • Object Height: Generates a gradient from bottom to top of object. This can be used to create a mask for instance to add dirt at the base of an object.
  • Cover Area: Add dust to objects, make those areas wet or used, this mask will help.

Just below this selection is the Live/Bake toggle. In Live view, that mask is dynamic and will follow the modification of your object. Edge Mask and Ambient Occlusion will work in Cycles only. The primary intent of this option is to adjust the parameter for the last two mentioned masks, before baking it. Entering the Bake mode tries to find the baked maps as set in the bake options in the lower part of the node. If the map doesnt exist, a placeholder texture is used.

Next to this toggle is the curve to adjust the generated gradient, very useful to shape the gradient. What follows are the Output Min/Output Max controls. These are the last values that control the value generated at the Mask socket. In some cases it is necessary to modify the intensity of the outgoing mask.

The following dropdown box chooses the post process to the mask gradient. If anything else than Do not mix with grunge map is chosen, the grunge part is added to the node. Options in this area are identical to Grunge Maps.

These are what all of the options mean:

  • Sharp Mask: If the value of the grunge map is lower than the gradient value, the mask is 1.0, 0.0 otherwise.
  • Sharp Mask - Negative: Same as Sharp Mask, but the inverse.
  • Modulate: The gradient value is multipled with the grunge map value.
  • Modulate - Negative: Same as Modulate, but the gradient value is inverted before multiplied with the grunge value.

Just play around with these choices to get an idea what is useful.

In Bake mode, a toggle to show or hide the bake options is placed as next control, if it is enabled, the bake options show up.

Baking limits the reusability of the node on different objects. I’ve ideas to overcome this limit, but this will eventually a feature of future versions.

To bake a texture, the node must know several things. First of all the object for which the map is baked. Use the picker to select an object. If an object is selected, the UVMap to use for baking can be selected just below the picker. Make sure, that the selected UVMap does not have overlapping islands, otherwise the result is not as expected. Leave a small gap between the islands (margin), otherwise the mask may ‘bleed’ into unwanted areas.

The last options here are information about the generated image file:

Foremost the output folder:

  • .blend: The texture is generated in the same folder were the .blend file is located
  • .blend/textures: Identical to .blend, but creates a subfolder ‘textures’ and stores the map there
  • Select directory: You can freely select an output directory just below the selector.

Regarding the first two options: The .blend must be saved, otherwise this won’t work.

Next one is the texture name. You can choose between the object name or enter the name on your own.

Be careful when choosing the first option, if you rename the option, the node doesn’t find the texture and the previously generated map wastes your HDD space.

Next is the size of the generated texture, which highly depends on mesh complexity and UVMap. Try to start with the lowest size and walk upwards. As larger as the texture size, baking time increases dramatically.

And finally are the bake margins. Choose a value that fits to your UVMap and texture size.

At the very bottom of the bake options is Bake button, which starts the bake process. After successful baking, click on Reload Bake Texture to see the result.

To safe texture space, Ambient Occlusion, Edge Mask and Object Height are baked to a single texture, in R, G and B channel respectively. So baking the Edge Mask, automatically bakes the other two masks as well. The file is than named ‘name’_grp0.png. The Object Cover mask is baked to the R channel of a texture named ‘name’_grp1.png. B and G channels are free for masks added in the future.

Layer Manager

This node can be compared to the Mix Shader node from Blender, but cascades them internally for simpler handling. The idea is to give you an experience like layers in 2D application work. At the bottom is the base layer and you are able to add as many layers as you want on top of each other, using masks to define the parts visible from each one.

Using too many layers will increase render time!

Usage is straight forward. If just the base layer is available, it is passed through to the output. For every added layer, a mix shader node is used to combine the result from the previous step with this layer using the mask below this layer. White areas define where the upper layer is visible, while black areas are where the result from the lower stages is show.

The controls next to each layer should be self explaning:

  • Pen: This is a toggle. If enabled, the text “Shader Layer X” is hidden and a text input is visible, here you can enter a new for the layer.
  • Up/Down Arrows: Move the layer up and down. Only the base layer can’t be moved. When moving the layer, the corresponding layer mask is moved as well.
  • Plus: Add a new layer just above the current.
  • x: Remove the layer and it’s mask.

Mix Normal

There is Mix Color for colors and Math for scalar values, this node can be used to mix normal maps. It currently has two algorithms to combine two normal maps. Details can be found here.

Choose between the Linear Blending and Partial Derivative Blending algorithm, the later one has more details. The Scale for 2nd Normal is used to adjust the length of the second normal, so if smaller than 1.0, the first normal is more visible, the second one otherwise.

Nodes from Blenders shader editor

The nodes in this section are equivalent counterparts to nodes from Blenders shader editor (and use these nodes internally). So here are just links to the original descriptions.


Hue Saturation Value Node

Mix Color

Mix Node

Color Ramp

Color Ramp Node


Math Node

Planned features for next version(s)

The following list is in the currently planned order. I’m not sure about the release cycle time, so can’t predict which features are in the next version or one or two versions later.

Ideas are very welcome and may get a high priority in this list. Stability of the Addon is always at the top of the list. So if any bugs were found, they will be fixed before any new things are added.

Support for new versions Blender is a side topic, idea is to always be compatbile to the current LTS version and the current development version (currently 2.9).

  • Presets for the Mask Generator node
  • Additional masks in the Mask Generator node
  • Simple texture node
  • AO channel support
  • Toggle for layers in the Layer Manager node
  • More grunge maps and support for user maps
  • More predefined advanced shaders
  • UV mapping that reduces texture repeating artifacts
  • User painted masks
  • Support for advanced noise textures: Simple noise textures look too synthetic, but more complex setups may be very handy. Figure out setups that look real and create a node for this.
  • Support for bump/height maps
  • Material from single texture: Just load the diffuse map, other channels are calculated from it
  • PBR set compression: Support to use (and maybe a tool to combine) e.g. roughness, specular, metallic, … channels into one RGBA texture to safe texture space.
  • Support for displacement maps
  • Material Preview in the Material Generator node
  • PBR set preview generator, so Material from Textures displays a better view of the set
  • Bake support in the Material Generator node (or in a separate node)
  • LuxCoreRender Generator: One click solution to convert the node tree (as good as supported by Lux) to Lux materials.