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SF Stone — procedural stone & masonry wall materials for Blender

Procedural stone materials for Blender.

Eight materials in two families. Slate, marble, granite and travertine — solid volume, not a wrapped texture: a cut face shows real strata, a split face shows none, and it survives rotation because the bedding is computed in object space. And four masonry walls — red brick, cinderblock, concrete wall and cement stucco — triplanar, so the grid lands on any face, with a Weathering panel for skin-deep stains. Every material is a procedural node group you append and drive. Built and tuned for EEVEE, with the render cost published. SF Ground owns floors; SF Stone owns walls.

$29 one-time · 22 MB · Blender 5.2+ · built and tuned for EEVEE · 100% procedural materials, no AI · v2 free for v1 buyers

Slate
Granite
Travertine
Strata up close
Wear on curved forms
The lineup
Displaces, not cuts
Red brick — new in v2
Cinderblock — new in v2
Concrete wall — new in v2
Cement stucco — new in v2
Marble

Two families, one pack — solid-volume stone with real strata, and triplanar masonry walls whose grid lands on any face.

What it does.

Eight materials, one set of sliders

Four stones — slate, marble, granite, travertine — and four masonry walls: red brick, cinderblock, concrete wall and cement stucco. Every one is a procedural node group you append and drive. No textures to download, no UV unwrapping, nothing to bake.

The shader knows which way the bedding runs

Cut a block and the cut edge shows layered strata while the split face shows none — and it survives rotation, because the bedding is computed in object space rather than pasted onto a surface. Isotropic 3D noise cannot do that, which is why most procedural rock reads as noise rather than as stone.

Masonry walls, triplanar — new in v2

The brick and block grids are projected per dominant face direction, so the coursing lands on vertical faces, on any geometry, with no UV unwrapping. Each wall carries a Weathering panel — Amount, Scale, Color — for skin-deep stains that cost no geometry. These are the bare surfaces; the painted versions live in SF Paint, and floors live in SF Ground.

SF_EdgeWear — rebuilt in v2

A geometry-nodes group that wears the edges of any mesh. It displaces rather than cutting, so your mesh keeps its topology, its vertex count and its UVs. v2 rebuilds it with five correctness fixes and adds a Wear Random slider: at 0 you get exactly the old behaviour, and raising it makes wear land region by region — some edges chewed, some pristine. History, not geometry.

Questions.

Does SF Stone work in Cycles?

It renders in Cycles and nothing in it is Cycles-incompatible — but it was built and tuned for EEVEE, and it will look different there. 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. If you work Cycles-first, treat this as untuned territory.

Is this an add-on?

No. These are .blend node groups you append or drag from the Asset Browser. There is nothing to install and nothing to enable in Preferences.

What does it cost to render?

Measured against a plain material on the same object, EEVEE at 1920×1080 and 64 TAA: +39.2% with the object in frame, +72.4% at full-frame coverage. Both numbers are real and they are not comparable to each other. The single biggest contributor is the Voronoi that makes travertine's voids, and all four materials pay for it because EEVEE does not fold unused branches away.

Will the edge wear damage my mesh?

No. SF_EdgeWear displaces vertices along the surface normal — it does not boolean, remesh or decimate. Your vertex count, face count and UVs are unchanged at every setting. v2 rebuilds the group with five correctness fixes and adds a Wear Random slider; its default of 0 reproduces the old behaviour exactly, so wear values you saved under v1 carry over untouched.

Does the edge wear work the same on any mesh?

Not quite, and this is worth knowing before you buy. The width of the worn band is set by counting steps across the mesh rather than by distance, so the same setting gives a wider band on a coarse mesh and a narrower one on a dense mesh. Measured on the same block at two densities: 104,759 polys gives a band around 23.7 mm, 524,486 polys gives around 9.8 mm. Five times the polygons, a band about 2.4× narrower. Adjust Wear to suit the mesh you have.

I bought v1 — do I pay for v2?

No. v2 is a free update: the download link from your purchase already serves the v2 file, so there is nothing to re-buy and nothing to claim. The price stays $29 for new buyers too. Packs growing over time is how these are built — you buy once and the pack develops under you.

Do the brick and block grids work on any shape?

The masonry materials are triplanar — the grid is projected per dominant face direction, so the coursing lands correctly on vertical faces and on rotated or irregular geometry with no UV unwrapping. The honest limit: at curved corners, where two projection directions meet, grid continuity is approximate. On flat and boxy architecture — which is what masonry is — you will not see a seam.

If I over-tune a slider, does Reset to Default Value give me the material back?

No — and this catches people in the first minute. Reset restores the generator's default, not the value the variant shipped with, and slate and travertine share one node group so a reset cannot know which you meant. The Asset Browser is the real undo: drag a fresh copy in and you get a clean instance of that variant.

Which Blender version does it need?

Blender 5.2 or newer. It will not open in Blender 4.x, including 4.2 LTS.

Can I use these in commercial work?

Yes. Renders, animations and projects you make with the pack are yours outright, for any commercial use, with no attribution and no obligation. The pack itself is for your own use under the included license — keep LICENSE.txt with your copy.

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