Eight procedural materials for Blender in two families. The stones — slate, marble, granite and travertine — are solid-volume materials, not a texture wrapped around a surface: the shader knows which way the bedding runs, so a cut edge shows layered strata and a split face shows none, and it survives rotation. The masonry walls, new in v2 — red brick, cinderblock, concrete wall and cement stucco — are triplanar, so the grid lands on any face, with a Weathering panel for skin-deep stains. Plus SF_EdgeWear, rebuilt in v2. Built and tuned for EEVEE, with the render cost published.
Bought v1? v2 is a free update — your download link already serves the v2 file. Re-download, replace the folder your Asset Library points at, and the four walls and the rebuilt SF_EdgeWear are there. Wear values you saved carry over: the new Wear Random slider defaults to 0, which is exactly the old behaviour.
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.
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 SF-Stone-Pack-v2.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-Stone/.
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.
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. You'll find the four stones filed under Stone.
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.
File → Append → browse into SF_Stone_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. Or just open SF_Stone_v1.blend and take what you want.
Route B is per-file. Route A means every future project already has them.
From the Asset Browser, drag a stone 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.
The material fills the object rather than wrapping around it. Cut a block and the cut edge shows layered strata while the split face shows none — because the shader knows which way the bedding runs. Rotate the object and the bedding rotates with it, since it is computed in object space rather than pasted onto a surface.
Open SF_Stone_v1.blend itself and you get a clean block and a genuinely damaged block for each stone, a column, and bowls and vases both clean and chipped. The damage is real fractured geometry — boolean cuts and remeshed surfaces with real silhouettes and real shadow in the pits — not a bump map pretending to be broken. Use it as a reference for what the sliders can do, then delete it; the materials are independent of it.
The materials are starting points, not the whole pack. Every one is the same handful of controls at different settings, and the interesting range is much wider than the presets suggest.
Fine, near-parallel beds with small kinks — the way a split roofing slab looks. The cut edge shows the strata; the cleavage face stays clean.
Folded, contoured veining with a polished finish. Marble is metamorphosed rock — folded beds — which is why it sits at the other end of the same generator rather than being a separate shader.
Multi-colour crystal speckle — the igneous one, with no bedding at all.
Bedding plus the pitted voids travertine is known for. The voids are the single most expensive thing in the pack to render — see section 06.
Red Brick, Cinderblock, Concrete Wall and Cement Stucco. These are wall materials, so they project differently from the stones: the grid is triplanar — projected per dominant face direction — so the coursing lands on vertical faces, on rotated geometry, with no UV unwrapping. The honest limit: at curved corners, where two projection directions meet, grid continuity is approximate. Masonry is flat and boxy by nature; that is what these are built for.
Each wall carries a Weathering panel — Amount, Scale, Color — for skin-deep stains and streaking that cost no geometry.
The boundary, so you buy the right pack: SF Stone owns walls, SF Ground owns floors — its concrete deliberately refuses to score on vertical faces, and these walls are the other half of that decision. And these are the bare surfaces: the painted versions live in SF Paint.
Bed Warp is the slider that changes what rock this is. Low (around 0.08) gives you slate: fine, near-parallel bedding with small kinks, the way a split roofing slab looks.
Push it up towards 0.9 and the beds stop being layers and start folding through the block in contours. That isn't slate any more — it is heading towards what marble actually is: folded, metamorphosed rock with veins running through it. Same material, one control, so you can move between them.
Everything else is decoration by comparison. Start there.
SF_EdgeWear wears the edges of any mesh by displacing it. It does not boolean, remesh or decimate: same topology, same vertex count, same UVs at every setting. Add it to your object as a Geometry Nodes modifier and dial Wear. v2 rebuilds the group with five correctness fixes — signed angle, boundary edges, valence, true normals, octave trim — so wear now lands where the geometry says it should.
Wear is how far the edges move — 0 is off. Scale is the size of the break-up noise along the worn edge. Wear Random is new in v2 and defaults to 0, which reproduces the old behaviour exactly — saved looks stay pixel-safe. Raise it and wear concentrates region by region: some edges chewed, some pristine. That is history, not geometry — real objects wear where they were handled, not uniformly.
You will hit this, and we would rather you hear it from us: the width of the worn band is set by counting steps across the mesh, not by distance. The same Wear value produces a wider band on a coarse mesh and a narrower one on a dense mesh.
| Same block, same settings | Worn band |
|---|---|
| 104,759 polys | ~23.7 mm |
| 524,486 polys | ~9.8 mm |
Five times the polygons, a band about 2.4× narrower. Across the showcase objects the band ranges from roughly 10 mm to 36 mm at identical settings. If the wear on your own mesh looks too tight or too broad, that is the mesh density talking — adjust Wear to suit the mesh you have. We would rather publish this than let you conclude the tool is broken.
Measured, not estimated. EEVEE, 1920×1080, 64 TAA samples, against a plain material on the same object. Your absolute numbers will differ — the ratios are what travel.
| Shot | vs plain material |
|---|---|
| Object in frame | +39.2% |
| Full-frame coverage | +72.4% |
Both numbers are real and they are not comparable to each other — a full-frame number always looks alarming next to an object-in-frame one. The single biggest contributor is the Voronoi that makes travertine's voids, and it is paid by all four materials because EEVEE does not fold unused branches away.
Every control is meant to be pushed, so here is how to get back.
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 one you bought — and the version you already tuned is left exactly as it is.
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. Slate and travertine share one node group, so a reset cannot know which of the two 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.
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.
Every value in this pack was judged, gated and optimised in EEVEE, on a laptop. That is deliberate: if we cannot comfortably render it, neither can you. It will render in Cycles and nothing in it is EEVEE-exclusive — but it was not tuned there and it will look different. EEVEE floods concave geometry with unoccluded world light where Cycles shadows it correctly; on the travertine bowl interior that is a measured 0.97 against 0.17. Not a bug in either engine, just a real difference. Treat Cycles as untuned territory.
The materials are 100% procedural — no image textures in the shaders, no scans, no AI, nothing that phones home. The showcase lighting ships as a packed CC0 HDRI, so the file opens lit with nothing to download and no missing-file surfaces when you move the .blend. The pack is 21 MB, and that is the showcase geometry — the genuinely fractured blocks — not textures.
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.
Buy it once, use it in everything you make. No subscription, no account needed to render, nothing that expires.