SF Ground — procedural concrete, pavement & sidewalk for Blender
SF Ground is three ground surfaces for Blender — a seamless concrete pour, scored sidewalk slabs, and asphalt with road markings you switch on. The panels and the lines are generated inside the material, so one flat plane gives you a sidewalk at any length with the joints landing correctly, or a road with a centre line down it. Nothing to model, nothing to clone. Nine ready materials from three generators, and every control is a slider.
$15 one-time · 620 KB · Blender 5.2+ · EEVEE and Cycles · no AI, no image textures
Three surfaces, not three tints of one — the structure changes, not just the colour.
Panel joints and road markings are generated, not modelled. Scale a plane to any length and the sidewalk joints still land correctly and the centre line still runs down the middle. There is nothing to array, nothing to clone, and no UV unwrapping.
Solid yellow, double yellow, dashed yellow, dashed white. Set the width, the offset from centre, the dash length and the gap. Then wear the paint down until it chips and breaks up along its length — the way road paint actually fails, in patches, not as an even fade.
Wetness collapses the roughness the way standing water does; puddles pool in the low spots, go mirror-flat, and fill the surface voids so the texture underneath goes smooth. Built for the night-street shot.
EEVEE at 1080p, 64 samples, against a plain material: sidewalk is free, concrete is +11%, dry pavement is +34%, and pavement with markings and puddles is +53%. The cost is the aggregate, not the markings. Nobody publishes this — so there it is, along with which slider to drop.
No. The file is saved by Blender 5.2 and will not open in any 4.x release, including 4.2 LTS. That is a Blender file-format change, not something the pack can work around. You need 5.2 or newer.
No — this is a ground pack, not a facade pack. The panel joints are deliberately gated to up-facing surfaces, because without that gate they wrap down the vertical sides of an object like ribbon on a parcel. The concrete pour itself is seamless and will tile on a wall, but you get no scoring or panel structure on a vertical face.
No. Every material renders from the same node group in both engines. Measured across the nine materials, EEVEE and Cycles land 0.3 to 0.6 apart on a 0 to 255 brightness scale — close enough to look-dev in EEVEE and final in Cycles without the surface changing under you.
Measured in EEVEE at 1920x1080, 64 TAA samples, against a plain Principled BSDF on the same shot: sidewalk has no measurable cost, concrete is +11%, dry pavement with no markings is +34%, and pavement with markings and wet puddles is +53%. The cost is the dense aggregate, not the road markings, which are close to free on top.
No. The panel grid and the road markings are generated inside the material. One flat plane gives you a sidewalk of any length with the joints landing correctly, or a road with a centre line. There is nothing to clone and nothing to UV-unwrap.
None. It is 100% procedural — zero image textures, verified on a clean unzip. Nothing to unpack, no texture folder to keep beside the file, and no missing-file surfaces when you move the .blend. It re-solves at whatever scale you use it at, so it never goes soft when you zoom in.
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