Sci-Fi Hull Materials
Get these Blender Sci-Fi hull materials here.

Note
Mainly compatable with Cycles. See each material section.
Installation
Go to Edit -> Preferences.
Select the File Paths tab on the left if it is not already.
Under Asset Libraries, click the + button.
Select the directory you have saved the scifi_hull_materials.asset_library.blend file containing the materials.
Click Add Asset Library.
Go to the shading tab and change the File Browser to the Asset Browser view.
Press the T key to open the asset folder tab on the left. Switch from Current File to the Sci Fi Hull Materials library.
There are many tutorials on using the asset browser, such as this one:
If you have any issues do not hesitate to get in touch via info@configurate.net.
Behemoth
Cycles: Recommended with Displacement
EEVEE: Compatible without Displacement
A variation of big, medium and small sized panels with optional displacement and wear.


Behemoth Inputs
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Seed: Seed to set the random pattern.
Triangulation: The amount of triangulation in the pattern.
Color1: First color variation for panels.
Color2: Second color variation for panels.
Rust Color: The color of the rust around the edges.
Rust Amount: The amount of wear for rust introduced into the pattern.
Max Height: The Maximum height of the panels.
Roughness: The amount of roughness in the texture.
Medium Panels: The amount of medium sized panels.
Small Panels: The amount of small sized panels.
Behemoth Outputs
Shader: The overall material shader output.
Displacement: The displacement normal map.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map, useful for displacement.
Normal: The normal map used for the bump map.
Borg
Cycles: Recommended with displacement
EEVEEE: Not Recommended
A multilayered panel and greebled material with glowing elements.


Borg Inputs
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Panel Color: Color of the panels.
Glow Amount: The amount of glowing details.
Glow Color 1: First color variance of glow.
Glow Color 2: Second color variance of glow.
Glow Strength: Strenght of glow effect.
Piping Amount: Amount of piping.
Circles Amount: Amount of circular details.
Max Height: Maximum Height for the displacement effect.
Borg Outputs
Shader: The overall material shader output.
Displacement: The displacement normal map.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Emission: Emission light map.
Height: The height map used for control of mixing in the Emission shader.
Normal: The normal map used for the bump map.
Donnager
Cycles: Recommended
EEVEE: Compatible
Square overlapping panels.


Edward Israel Inputs
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Seed: Seed to set the random pattern.
Color 1: First color variation for panels.
Color 2: Second color variation for panels.
Color 3: Third color variation for panels.
Border Color: Border Color of seams.
Border Width: Width of norder seams.
Metallic: The amount of roughness in the texture.
Roughness: The amount of roughness in the texture.
Blur Amount: Amount of noise introduced to blue the texture. Best for Cycles. Set to zero for EEVEE.
Blur Detail: The size of the noise used for the blur effect.
Bump Height: The Maximum height of the panels.
Edward Israel Outputs
Shader: The overall material shader output.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map, useful for displacement.
Normal: The normal map used for the bump map.
Edward Israel
Cycles: Recommended
EEVEE: NOT COMPATABLE
Overlapping Panels with optional seams and triangulation.


Edward Israel Inputs
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Seed: Seed to set the random pattern.
Color 1: First color variation for panels.
Color 2: Second color variation for panels.
Border Color: Border Color of seams.
Border Width: Width of norder seams.
Triangulation: The amount of triangulation in the pattern.
Triangulation Seed: The randomness of the triangulation pattern.
Metallic: The amount of roughness in the texture.
Roughness: The amount of roughness in the texture.
Blur Amount: Amount of noise introduced to blue the texture. Best for Cycles. Set to zero for EEVEE.
Blur Detail: The size of the noise used for the blur effect.
Max Height: The Maximum height of the panels.
Medium Panels: The amount of medium sized panels.
Small Panels: The amount of small sized panels.
Edward Israel Outputs
Shader: The overall material shader output.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map, useful for displacement.
Normal: The normal map used for the bump map.
Medina
Cycles: Recommended
EEVEE: NOT COMPATABLE
Panels with notched grooves.


Medina Inputs
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Triangulation: The amount of triangulation in the pattern.
Panel Color: Color of the panels.
Groove Color: Color of the grooves.
Detail: The amount of smaller panel detailing.
Detail Size: The size of the panel detailing.
Metallic: The metallic map.
Roughness: The roughness map.
Panel Height: The height of the panels.
Min Groove Width: The minimum width of the blocked goove pattern.
Max Groove Width: The minimum width of the blocked goove pattern.
Groove Notches Scale: Size of the noise controlling the notches.
Groove Notches Randomness: Random element of the noise controlling the notches.
Medina Outputs
Shader: The overall material shader output.
Displacement: The displacement normal map.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map used for control of mixing in the Emission shader.
Normal: The normal map used for the bump map.
Nauvoo
Cycles: Recommended with Displacement
EEVEE: Compatible without Displacement
Random panels with displacement and wear.


Nauvoo Inputs
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Seed: Seed to set the random pattern.
Color1: First color variation for panels.
Color2: Second color variation for panels.
Rust Color: The color of the rust around the edges.
Rust Amount: The amount of wear for rust introduced into the pattern.
Max Height: The Maximum height of the panels.
Metallic: The amount of roughness in the texture.
Roughness: The amount of roughness in the texture.
Nauvoo Outputs
Shader: The overall material shader output.
Displacement: The displacement normal map.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map, useful for displacement.
Normal: The normal map used for the bump map.
Odyssey
Cycles: Recommended
EEVEE: Compatible with Blur Amount set to zero
A straightforward variation of different sized panels.


Odyssey Inputs
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Color1: First color variation for panels.
Color2: Second color variation for panels.
Metallic: Amount of metalness for the material shader.
Specular: Specular Level for the material shader.
Blur Amount: Amount of noise introduced to blue the texture. Best for Cycles. Set to zero for EEVEE.
Blur Detail: The size of the noise used for the blur effect.
Bump Height: The maximum height for the bump map effect.
Odyssey Outputs
Shader: The overall material shader output.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map, useful for displacement.
Normal: The normal map used for the bump map.
Sonny
Cycles: Recommended
EEVEE: Compatible
Panels with optional seam borders and triangulation.


Sonny Inputs
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Seed: Seed to set the random pattern.
Triangulation: The amount of triangulation in the pattern.
Metallic: The amount of roughness in the texture.
Roughness: The amount of roughness in the texture.
Panel Color: Main color for panels.
Seam Color: Color of the seams between the panels.
Color Variation: The amount of variation in the main color.
Medium Panels: The amount of medium sized panels.
Small Panels: The amount of small sized panels.
Max Height: The Maximum height of the panels.
Seam Thickness: The thickness of the seams between the panels.
Sonny Outputs
Shader: The overall material shader output.
Displacement: The displacement normal map.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map, useful for displacement.
Normal: The normal map used for the bump map.
Starfleet Windows
Cycles: Recommended
EEVEE: Compatible
As with the Starfleet Material but with an added Window material.


Aztec Node Group Inputs
As per Starfleet Material controls.
Window Pattern Inputs
This node group outputs a window pattern controlled by the window masks produced by the Axtec Group Node.
Vector: Input UV Map.
Window Mask: The pattern mask for all the windows.
Windows On Mask: The pattern for just the windows that are switched on.
Window Recess: How deeply the windows are recessed for the bump map (note that the bump map will only give the impression of recess).
Emission Strength: Stength of the window lighting.
Color1: The color of the brighter parts of the interior windows that are switched on.
Color2: The color of the darker parts of the interior windows that are switched on.
Contrast: Relative contrast of the interior details for the windows that are switched on.
Starfleet Windows Outputs
Shader: The overall material shader output.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map used for control of mixing in the Emission shader.
Normal: The normal map used for the bump map.
Window Mask: Mask for the window pattern.
Windows On Mask: Mask for the windows that are switched on.
Windows Off Mask: Mask for the windows that are switched off.
Tip
Controlling the window pattern

By feeding a black/white image or texture mask into the Windows Y/N input of the Aztec Node Group, you can control where the windows are placed.

The mask was applied using Blender’s Texture Paint mode.
Starfleet
Cycles: Recommended
EEVEE: Compatible
A repeating Aztec texture with varied controls for the alternating parts of the pattern an optional grid overlay.


Starfleet Inputs
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Aztec Scale: X/Y/Z scale for the Aztec pattern.
Aztec Seed: Numeric seed value that controls the randomness of the aztec pattern.
Aztec Color 1: The first color variation for the aztec pattern.
Aztec Color 2: The second color variation for the aztec pattern.
Aztec Width: The relative width of the aztec pattern rectangles.
Aztec Height: The relative height of the aztec pattern rectangles.
Aztec Blur: The amount of noise blur to apply to the pattern (recommended in Cycles).
Aztec Blur Size: The size of the noise pattern used to blur the texture.
Roughness 1: Roughness level for the one half of the aztec pattern.
Roughness 2: Roughness level for the remaining half of the aztec pattern.
Specular 1: Specular level for the one half of the aztec pattern.
Specular 2: Specular level for the remaining half of the aztec pattern.
Metallic 1: Metallic level for the one half of the aztec pattern.
Metallic 2: Metallic level for the remaining half of the aztec pattern.
Grid Scale: The X/Y/Z size of the grid overlayed onto the Aztec pattern.
Grid thickness: The thickness of the grid pattern (zero for off).
Grid Wear Amount: The amount of wear applied to the grid seams.
Grid Wear Scale: The size of the noise effect applied to the Grid.
Panel Wear Amount: The amount of wear seen on the panels.
Wear Distortion: The distortion of the noise used for the wear pattern.
Windows Y/N: Whether to create a window map for this part of the texture. See Starfleet Windows.
Windows Seed: Number to control the randomness of the window pattern.
Window Density: Amount of windows to apply in the pattern.
Windows OnOff Amount: Controls the ratio of “On” Windows to “Off” Windows.
Window Width: Relative Width of the windows.
Window Height: Relative Height of the windows.
Window Gap Size: The size of the gaps between the windows.
Window Round Corners: The roundness of the window corners.
Window Mask Grid Border: Thickness of the grid mask that will stop windows from showing.
Window Randomness: How random the window pattern is. Lower values will make the pattern more uniform.
Window Location: Adjust the location of the windows relative to the rest of the pattern.
Starfleet Outputs
Shader: The overall material shader output.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map used for control of mixing in the Emission shader.
Normal: The normal map used for the bump map.
window Mask: Mask for the window pattern.
Windows On Mask: Mask for the windows that are switched on.
Windows Off Mask: Mask for the windows that are switched off.
Sulaco
Cycles: Recommended
EEVEE: Compatible
Uniform Panels with seams and optional small panel details.


Sulaco Inputs
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Seed: Seed to set the random pattern.
Triangulation: The amount of triangulation in the pattern.
Metallic: The amount of roughness in the texture.
Roughness: The amount of roughness in the texture.
Panel Color: Main color for panels.
Seam Color: Color of the seams between the panels.
Color Variation: The amount of variation in the main color.
Medium Panels: The amount of medium sized panels.
Small Panels: The amount of small sized panels.
Max Height: The Maximum height of the panels.
Seam Thickness: The thickness of the seams between the panels.
Mix Small Panels: Amount of smaller panel detailing to mix into the main panels.
Small Panels size: Size of small panels detailing.
Small Panels Blur Amount: Amount of noise blur on small panel detailing.
Small Panel Blur Accuracy: Level of noise bluring to apply.
Sulaco Outputs
Shader: The overall material shader output.
Displacement: The displacement normal map.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map, useful for displacement.
Normal: The normal map used for the bump map.
Tron
Cycles: Recommended
EEVEE: Compatible
Stylized Glowing Panels with variable border effect and bright seams.


Tip
Glow in Cycles
Use the Glare Node in the compositor to introduce glow in Cycles:

Tip
Glow in EEVEE
Enable “Bloom” under the Render Settings tab to produce a glow effect:

Tron Inputs
Voronoi Node Group
Vector: The UV Mapping Vector Input. A UV Map is recommended.
Seed: Seed to set the random pattern.
Metallic: The amount of roughness in the texture.
Roughness: The amount of roughness in the texture.
Panel Color: Color of the panels
Seam Color: Color of the seams between the panels.
Color Variation: Variation of panel color.
Medium Panels: The amount of medium sized panels.
Small Panels: The amount of small sized panels.
Max Height: The Maximum height of the panels.
Control Border Thickness
Controlled by a Voronoi Noise node, this varies the thickness of the borders between the panels. Use the Minimum Border Width and Maximum Border Width paramters to change the thickness of the border variations.
Emission Node
This controls the strength of the glow.
Tron Outputs
Shader: The overall material shader output.
Displacement: The displacement normal map.
Albedo: The diffuse color channel.
Metallic: The metallic map.
Roughness: The roughness map.
Height: The height map used for control of mixing in the Emission shader.
Normal: The normal map used for the bump map.