The storm of new UV-related features in the latest release doesn’t come alone. We have upgraded our Content Library so it makes use of proper Real World Units, and projection mapping (often triplanar) in the 2200+ shaders included.
But besides, we have charged Maverick’s arsenal of procedural map nodes with some remarkable new additions. All these maps are infinitely tileable without a repeating pattern, strictly procedural (infinite detail without any pixelation), and they support bump/normal/displacement mapping. They are also 100% compatible with our new UV mapping features, and where applicable, they also support local/world-space, so they may work even without UVs with no seams or stretching.
We have revamped our old prototype flakes node, which has now gone gold. The flakes map is fantastic for carpaints, glitter, or chipped chrome finishes.
Scratches, grooves, brushed, dots, …
We will create soon a blog post reviewing our arsenal of procedural nodes in detail. Meanwhile, the list of new nodes included in this build is:
We have plans for some more that will be coming soon.
Other improvements in map nodes
We have worked hard to dissolve forever the pattern that our noise-based nodes would exhibit when the tiling was too high. Our internal hashing routines are much stronger now and it is basically imposible to get a recognizable repetition no matter how hard you squint your eyes at any scale. This improvement affects our nodes:
We have also extended our nodal system so now nodes may have more than one output. This is extremely convenient for nodes that may issue more than one interpretation of their contents, such as filetex (color/alpha), flakes (color/roughness/normal/…), gradient_light (color/mask), and others.
Our Content Library keeps growing
Last, but not least, we have added new subcategories in our Content Library. The aforementioned carpaint shaders are accompanied by some very interesting variants of metals and plastic (damaged, scratched, brushed, …) like these: