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Triple-A (AAA) Material for Blender is an easy and powerful solution for building complex material setups. It could get heavy on your system so make sure that your machine is strong enough. Of course, it also depends on what you are using it for. If you have at least GeForce RTX 2080 Ti, you should be good to go.
If previewing the material in a 3D viewport is not your priority, then you can work on a lower specs machine, powered with the GPU such as 1080 Ti. Sometimes you'll only be interested in generating various texture maps, like Diffuse, and Roughness maps, because you'll be using them in another package. This means that previewing Material Output through Blender's 3D Viewport Render Preview is really not that important, since you'll be able to preview each pass separately.
Triple A Material is designed to be used with Cycles, although it will work with Eevee as well, just have in mind that the results will be slightly different.
We hope you'll enjoy using it. If there is something you don't understand or if you have a suggestion on how to make things better, please get in touch via support channels such as Discord or Boonika Network website.
It is REALLY IMPORTANT to understand that all the nodes and node groups, except 'smAAArterial' and 'Group Output, are only here for your convenience and to help you understand how the system work. If you don't need them or want to replace them with your own nodes - DELETE THEM.
Before you continue, please go through a list of of terms that you should get familiar with. It should be rather easy to understand how things work, especially if you already have some experience with shaders and materials.
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AAA - what it actually means is 'Almost Anything Awesome', but the only real purpose here is for you to find the most important node groups and inputs more easily (you know, mind mapping and stuff)
TOP - top (color, roughness, bump) layer
MID - middle (color, roughness) layer
BOT - bottom (color, roughness, bump) layer
GUEST Graphic - usually a black and white image that you can add to your setup for additional color, roughness, metallic, and bump control (for example, a color splash)
Lacquer Damage - this one just adds an additional flavour to the surfaces that need to have even more imperfections
SSS - Subsurface Scattering
Overpaint Color/Mask - allows you to set a color on top of all other (TOP, MID, BOT) colors, while still maintaining the roughness and bump values
Emission - set emissive areas of your model procedurally or with the help of Image Textures
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Coffee cup model borrowed from https://animatedheaven.weebly.com/fre...