Blender materials · $29

SF Paint.

Twenty-one procedural paint materials for Blender across four surfaces — walls, car paint, painted metal and painted masonry. Every material is a small set of named sliders, and the idea running through all four groups is the same: paint is a layer over a substrate, and where the paint gives out, something true is underneath — an undercoat behind the peel, raw metal with a rust halo at every wound, block and mortar behind the masonry paint. Built and tuned for EEVEE, with the render cost published per group.

Start here, not with the material theory. The single most common question on any Blender asset pack is "where did it go?" — the answer is the Asset Browser, and it needs one bit of setup the first time. Do section 01 and the rest is dragging.

01Get it into Blender

Two ways in. The first is the proper one and takes about thirty seconds; the second is the shortcut if you just want a material in this file and don't care about a library.

Unzip it

both routes

Unzip SF-Paint-Pack-v1.zip somewhere you'll keep it — not your Downloads folder, since Blender is going to point at this folder from now on. Something like Documents/Blender/Assets/SF-Paint/.

Register it once

route A · recommended

Edit → Preferences → File Paths → Asset Libraries → + (the plus button), then pick the unzipped folder — the folder, not the .blend inside it. Give it a name if you like. Close Preferences; Blender remembers this forever.

Open an Asset Browser

route A

Change any editor to Asset Browser (the editor-type dropdown in the corner of any area — the little grid icon), then pick your library from the dropdown at the top-left. The materials are filed under Starting Frame → Paint, by surface: Walls, Car, Metal, Masonry.

Quickest way to get one: split the timeline at the bottom of the default layout and switch it to Asset Browser. You don't need a fancy workspace.

Or skip all that

route B · fastest

File → Append → browse into SF_Paint_Pack_v1.blend → Material → pick the one you want. It lands in the current file and you assign it in the Material Properties tab like any other material.

Route B is per-file. Route A means every future project already has them.

02Put it on something

Drag it on

From the Asset Browser, drag a paint straight onto your object in the 3D viewport. That's the whole interaction. Switch the viewport to Material Preview or Rendered (the sphere icons, top-right of the viewport) to see it.

Find the sliders

Open the Shading workspace (top tabs) with your object selected and you'll see one group node with everything on it — no diving into the tree. Every control is a named slider: Sheen, Wear Amount, Peel Amount, Flake Amount, Edge Bias and the rest. Sheen means the same thing in every group.

No UVs needed

Everything is 100% procedural — no image textures, nothing to unpack, and no UV unwrapping. The material re-solves at whatever scale you use it at, so it never goes soft when you zoom in.

03Four surfaces, one idea

The 21 variants are starting points, not the product. Each group is one generator with different numbers in it, so anything one variant does, another can be dialled into.

Walls

7 materials

A real sheen ladder — flat ceiling, eggshell, satin, gloss trim — driven by one Sheen slider, plus stipple and brush-mark surface texture. Then the aging: scuffs that lighten, grime that darkens, and peel that opens onto an undercoat with a real rim, the way old paint actually lets go.

Car paint

6 materials

Metallic flakes that sparkle per-flake under the light, pearl flip-flop two-tone that shifts colour with viewing angle, and a clearcoat with orange peel on the coat alone — the base stays crisp underneath. Showroom black to matte military.

Painted metal

3 materials

Paint over raw metal. Wear opens at corners and edges first and is sparse elsewhere — and every wound line carries a rust halo: paint, then a mottled two-tone rust ring, then bare metal. The wear pattern is corner-random, so no two edges chew identically.

Painted masonry

5 materials · triplanar

Painted cinderblock, painted brick, LA stucco, and stucco troweled over block with the seams ghosting through. The grid is triplanar, so the coursing lands on vertical faces with no UV unwrapping — and the mortar seams peel first, because paint grips block faces better than mortar. That's how real walls fail.

The boundary, so you buy the right pack: these are the painted surfaces. The bare brick, block and stucco live in SF Stone (walls), and floors live in SF Ground.

04The sliders to understand

Sheen

walls · one slider, one ladder

Sheen is the wall groups' one slider to understand. It drives the roughness curve and the clearcoat onset together, so the same slider walks a wall from flat ceiling paint to gloss trim without the material falling apart in between. The four wall presets are four stops on that ladder.

Wear Amount + Edge Bias + Half Size

painted metal

Wear Amount is how much paint is gone. Edge Bias pushes the wear toward corners and edges — real wear lives where things get knocked. Half Size tells the mask how big your object is, in object space; it's the honesty slider, and on an unusual mesh it's the first one to tune (see section 05).

Peel Amount

walls · masonry

Opens ragged islands of missing paint onto the undercoat — with a dished depth and a lifted rim, not a flat decal. On masonry the peel starts in the mortar seams first.

05The honest limits

Stated here the way they're stated in the README, because losing a bad-fit sale is cheaper than a refund.

Wear placement uses object bounds

stated in the readme

The corner-and-edge wear mask is computed from the object's object-space bounds, not from its topology. On boxy, machine-like shapes — which is where painted metal lives — it lands where wear belongs with no setup. On very irregular meshes, tune Half Size and Edge Range by eye until the wear sits where handling would put it.

Masonry corners are approximate

triplanar

The brick and block grid is projected per dominant face direction. On flat vertical faces at any rotation it lands correctly. At curved corners, where two projection directions meet, grid continuity is approximate. Masonry is flat and boxy by nature; that is what it's built for.

Built and tuned for EEVEE

Every value was judged, gated and optimised in EEVEE, on a laptop — if we cannot comfortably render it, neither can you. It will render in Cycles and nothing in it is Cycles-incompatible, but it was not tuned there and it will look different. Treat Cycles as untuned territory.

Painted, not bare

Paint-over-metal is a painted surface — bare polished and brushed metals are a different product. Same for the masonry: the bare surfaces live in SF Stone.

06What it costs to render

Measured, not estimated. EEVEE, 1920×1080, 64 samples, against a plain material on the same object. Two framings — subject in frame, and subject filling the frame. The ratios are what travel.

GroupIn frameFull frame
Car paint+23%+70%
Painted metal+25%+83%
Painted masonry+28%+77%
Wall paint+41%+133%
Aged wall (peel + scuff + grime together)+60%+134%

The aged walls carry the biggest tax in the pack, and that's stated plainly rather than hidden — the aging is the point. If a scene is heavy, the cheapest wins come from Stipple Amount and Surface Rough: the sliders you can feel are the sliders that cost.

07Getting back to the original look

Every control is meant to be pushed, so here is how to get back.

The whole material

the one you want

Drag a fresh copy in from the Asset Browser. Every material in this pack is asset-marked, so you get an exact clean copy of the variant you bought — and the version you already tuned is left exactly as it is.

One slider

know what it does

Hover over a slider and press Backspace — but know what that does. It returns the slider to the generator's base value, not to the value the variant shipped with. The variants in each group share a node group, so a reset cannot know which one you meant.

That is why the Asset Browser is the real undo. Nothing you change is permanent, and nothing you change touches the file you downloaded.

08Good to know

Blender version

Built and verified in Blender 5.2. It will not open in Blender 4.x, including 4.2 LTS — that's a Blender file-format change, not something the pack can work around. You need 5.2 or newer.

What's in the file

The materials are 100% procedural — no image textures, no scans, no AI, nothing that phones home. The whole pack is 3.8 MB: 21 materials in one .blend with its catalog file, README and licence. No texture folder to keep beside the file, and no missing-file surfaces when you move it.

It grows

Packs develop under you — buy once and updates are free. The first one is already named: PaintedWood, paint over wood grain with knot bleed, ships as a free update to every buyer.

What you can do with it

Render whatever you like, commercially or not, and sell the result. No credit required, no royalties. The only thing off the table is repackaging the materials themselves and redistributing them as your own pack. The full terms are in LICENSE.txt in the zip.

$Get SF Paint

$29 one-time · 3.8 MB · Blender 5.2+ · built and tuned for EEVEE

Four surfaces. Twenty-one paints. Every control a named slider.

Buy it once, use it in everything you make. No subscription, no account needed to render, nothing that expires — and the pack's updates are free.

Get SF Paint — $29 → ← Back to the guide
Starting Frame. — the guide · startingframe.com
SF Paint · walls, car, metal, masonry. Where the paint gives out, something true is underneath.