Lookdev materials
BLUX includes ready-made shaders for Cycles and EEVEE. They change materials only: no lights, camera or render settings.
Open them from Output & Look > Material Look in the sidebar. See Output and Look.
Liquids, mud and lava
Section titled “Liquids, mud and lava”For Hydro and Atom results.
| Preset | What it is |
|---|---|
| Clear Deep Water | Crystal clear water, IOR 1.333, full transmission, cyan depth absorption, and speed-masked aerated foam crests. |
| Ocean Coastal Brine | Seawater, IOR 1.340, turquoise absorption, subtle mineral haze and white splash crests. |
| Golden Amber Honey | Viscous golden honey, IOR 1.504, 92% transmission, warm amber absorption and subsurface scatter. |
| Viscoplastic Mud | Opaque earthy river mud with a wet glossy coat and a procedural silt bump. |
| Volcanic Molten Lava | A dark cooling basalt crust with glowing fissures driven by particle heat. |
The lava glow follows the particle temperature.
Demolition and fracture
Section titled “Demolition and fracture”For Impact results. Each preset has an exterior shader for the original surface and an interior shader for the freshly cracked faces.
| Preset | Exterior | Interior |
|---|---|---|
| Rough Concrete | Smooth plaster. | Rugged crushed stone aggregate with a procedural bump and a damage stress tint. |
| Aged Red Brick | Weathered terracotta. | Crumbling porous brick dust, with a damage stress tint. |
| Fractured Glass | Clear architectural glass, IOR 1.52, full transmission. | Frosted micro-fracture, refractive. |
Smoke and fire
Section titled “Smoke and fire”Smoke and fire are shaded by the Blaze Look node. Its presets are Campfire, Torch, Candle, Gasoline Explosion, Napalm, Diesel Smoke, White Steam, Dust and Magic (Ramp). See Blaze Look.
Your own materials
Section titled “Your own materials”Set a Render Material on the Simulation Output node to use your own shader instead of the automatic BLUX material. Empty uses the automatic look for the material type.
When you use a glass or water shader, raise Cycles’ bounces. See Render settings.