Uploaded March 2022 | Updated September 2026, 2 weeks ago
Hey all!
Metal in anime is an enigma. It took me sooo long to find a solution and when I got it, I stopped short of ordering pizza, LOL! Now, I get to share it with you guys!
cgtrader.com/3d-models/scripts-plugins/rendering/for-anime-in-blender-metal-shader
Simply put, this shader is deeply based in the reflective nature of metal and shape, despite not looking reflective - this does mean it's Eevee only - Shader to RGB.
You can:
- Control the size of the specularity and it's opacity.
- Control the size of the diffuse and it's opacity.
- Control the size of the sheen diffuse mask and it's opacity over the material.
- Control reflection bands scale and opacity.
- Control true reflection opacity.
- The size of the reflection barriers on the inside and outside of the shape's silhouette.
- Fresnel sizes (forms masks and additional reflective behavior).
- Normal maps are supported - image - normal map node - shader.
- Additional Darkening controls for low-light scenes. This is to help with world light and other issues.
Included:
- Metal Shader + Turntable with Suzanne
Metal Shader
- Color
Texture/Color input
- Sheen Diffuse Size
Sheen refers to the fresnel elements that give the material extra bling. The sheen is limited by a diffuse mask and this controls the size of that mask.
- Sheen Diffuse Opacity
Sheen Diffuse mask opacity
- Final Diffuse Size
Functions like any hard toon diffuse
- Final Diffuse Opacity
Determines the darkness of the darker side of the diffuse
- Dark Spec Size
Dark spec refers to the black underside of the material - this is based on dark reflections that give highly reflective materials their signature look, simplified! This control scales the size of the values included.
- Dark Spec Mask Outer (Fresnel)
The Dark Spec Size above is masked by this and the next with Fresnel borders, to create that signature cutoff black section.
- Dark Spec Mask Inner (Fresnel)
- Dark Spec Opacity
This gives you the option to have that black or not have it. Personally, it should stay there, regardless.
- Spec Size
Typical specularity and it's size
- Spec Opacity
Typical Specularity and it's opacity
- Reflection Bands Opacity
A personal stylistic favorite, but I know not always appropriate, so you can turn it off here.
- Reflection Bands Texture Scale
Self-explanatory
- Reflection Opacity
True reflection opacity masked with Fresnel edges to maintain some of the metal shader.
- Normal
Normal Map input
- Normal Influence - Reflection Bands
Sometimes they should get influenced, and sometimes they should not. This gives you that option.
- Additional Black Influence (Diffused Based)
When a scene gets too dark, the material can respond to an above 0 level of brightness - ie, still visible. This, as well as the Final Diffuse Opacity and other controls, will help make it dark if it doesn't go dark enough.
This is fantastic for various uses - not just robots! It'll work on ornaments and other more organic shapes as well! I tested it with quite the variety as you can see!
Save yourself the hassle! It's done and dusted!
GOD bless you!
Models used:
- Teaset and candelabra are my own models and can be found on my CGT store.
- The robot and the man base are free models, also located on CGT.
- Suzanne is included with Blender.
#anime #metal #notthemusic #80s #90s #naughties #generation #mobilesuitgundam #gundam #voltron #evangelion #netflix #reflection #diffuse #shader #bands #highlights #material #engineer #fresnel #shing #sheen #instinctslider #slider #levels #dynamism
Hey all!
Metal in anime is an enigma. It took me sooo long to find a solution and when I got it, I stopped short of ordering pizza, LOL! Now, I get to share it with you guys!
cgtrader.com/3d-models/scripts-plugins/rendering/for-anime-in-blender-metal-shader
Simply put, this shader is deeply based in the reflective nature of metal and shape, despite not looking reflective - this does mean it's Eevee only - Shader to RGB.
You can:
- Control the size of the specularity and it's opacity.
- Control the size of the diffuse and it's opacity.
- Control the size of the sheen diffuse mask and it's opacity over the material.
- Control reflection bands scale and opacity.
- Control true reflection opacity.
- The size of the reflection barriers on the inside and outside of the shape's silhouette.
- Fresnel sizes (forms masks and additional reflective behavior).
- Normal maps are supported - image - normal map node - shader.
- Additional Darkening controls for low-light scenes. This is to help with world light and other issues.
Included:
- Metal Shader + Turntable with Suzanne
Metal Shader
- Color
Texture/Color input
- Sheen Diffuse Size
Sheen refers to the fresnel elements that give the material extra bling. The sheen is limited by a diffuse mask and this controls the size of that mask.
- Sheen Diffuse Opacity
Sheen Diffuse mask opacity
- Final Diffuse Size
Functions like any hard toon diffuse
- Final Diffuse Opacity
Determines the darkness of the darker side of the diffuse
- Dark Spec Size
Dark spec refers to the black underside of the material - this is based on dark reflections that give highly reflective materials their signature look, simplified! This control scales the size of the values included.
- Dark Spec Mask Outer (Fresnel)
The Dark Spec Size above is masked by this and the next with Fresnel borders, to create that signature cutoff black section.
- Dark Spec Mask Inner (Fresnel)
- Dark Spec Opacity
This gives you the option to have that black or not have it. Personally, it should stay there, regardless.
- Spec Size
Typical specularity and it's size
- Spec Opacity
Typical Specularity and it's opacity
- Reflection Bands Opacity
A personal stylistic favorite, but I know not always appropriate, so you can turn it off here.
- Reflection Bands Texture Scale
Self-explanatory
- Reflection Opacity
True reflection opacity masked with Fresnel edges to maintain some of the metal shader.
- Normal
Normal Map input
- Normal Influence - Reflection Bands
Sometimes they should get influenced, and sometimes they should not. This gives you that option.
- Additional Black Influence (Diffused Based)
When a scene gets too dark, the material can respond to an above 0 level of brightness - ie, still visible. This, as well as the Final Diffuse Opacity and other controls, will help make it dark if it doesn't go dark enough.
This is fantastic for various uses - not just robots! It'll work on ornaments and other more organic shapes as well! I tested it with quite the variety as you can see!
Save yourself the hassle! It's done and dusted!
GOD bless you!
Models used:
- Teaset and candelabra are my own models and can be found on my CGT store.
- The robot and the man base are free models, also located on CGT.
- Suzanne is included with Blender.
#anime #metal #notthemusic #80s #90s #naughties #generation #mobilesuitgundam #gundam #voltron #evangelion #netflix #reflection #diffuse #shader #bands #highlights #material #engineer #fresnel #shing #sheen #instinctslider #slider #levels #dynamism






![Glows - Types and uses [Tutorial]
Hey all!
Yay for another tutorial. I totally forgot about doing one, because my attention has been on Exodus and a ton of other things. So thankful to finally have this one done (had it on the list for quite a while, haha).
The best part about these glow effects is that most of them can be done with both Cycles and Blender Render. The only one that stands out for me as being extremely difficult to achieve, is the mech glow. Cycles lamps dont work as loosely as Blender Renders does (a pity from an NPR standpoint, but understandable).
So, a few links:
- Water surface and Sun Rays tutorial
https://www.youtube.com/watch?v=yxgyN7RATJ4
- Underwater compositing tutorial
https://www.youtube.com/watch?v=tLCX6xM8dNw
- Lightning and Electricity tutorial
https://www.youtube.com/watch?v=NBM1ApNCNiw
- Anime Sun Glare tutorial
https://www.youtube.com/watch?v=Y8JdUX7IT1w
- Toon shading with soft shadows
https://www.youtube.com/watch?v=tDI6EkHT7aM
The footage from the examples comes from Exodus 7-12, KJV. It is a project I am working on that visually handles those chapters. Im still a long way from done, but I try to vlog as often as possible. I havent in a while, but there is a HUGE amount of information in them on how to achieve certain looks and so on - plus theyre just fun and interesting to watch!
- Exodus 7-12, KJV vlog playlist
https://www.youtube.com/playlist?list=PL76duPL9DPdYv-oLzfUsC_epbV9zZ71XZ
Have a great one!!!
Thank YOU!!!!!! Glows - Types and uses [Tutorial]](https://i.ytimg.com/vi/EPKgpPtzz3s/mqdefault.jpg)

![Blender 2.8 - Eevee - Action Backgrounds [Tutorial]
Hey all!
Yay! Tutorial time again!
Tutorial result available on CGT:
https://www.cgtrader.com/3d-models/scripts-plugins/animation/for-anime-in-blender-action-backgrounds
This one was requested by uook cross. They asked me on the original Action Lines tutorial (link below) how it would be done in Eevee. I was intrigued by the question and thankfully, was led to also give it a shot and the demo video really got some attention:
https://www.youtube.com/watch?v=Nrh1Au6eC7M
I am hugely grateful to everyone that comments! Its really great to see the videos reach people and that they make a difference! I hope you guys enjoy this one even more!!
Pardon if I went a little fast in this one. Im still trying to take it down a notch, hehe. If you feel I am going to fast, reduce the playback speed a bit.
CAUTION - CAUTION - CAUTION - CAUTION - CAUTION - CAUTION - CAUTION -
Please please please be aware that Blender 2.8 (or 3) is not done yet and is not exactly production ready. If you use the current version, save it along with your files so that if you ever want to go back to them, they still function properly.
CAUTION - CAUTION - CAUTION - CAUTION - CAUTION - CAUTION - CAUTION -
Links:
- Action lines (Blender Render)
https://www.youtube.com/watch?v=7w6hkhSvlmQ
- Blender:
http://www.blender.org/
Have a great one!!!
Thank YOU!!!!!! Blender 2.8 - Eevee - Action Backgrounds [Tutorial]](https://i.ytimg.com/vi/FhaHR051MMU/mqdefault.jpg)

