Garry's Mod

Garry's Mod

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Static Materials
   
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Content Type: Addon
Addon Type: Effects
Addon Tags: Comic, Fun
File Size
Posted
Updated
67.127 MB
Aug 9, 2024 @ 10:52am
Aug 20, 2024 @ 8:39am
5 Change Notes ( view )

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Static Materials

In 1 collection by somefoolouthere
SFOH's Creations
96 items
Description
A pack of materials that I made for funsies, inspired by a map I saw one time. These materials, instead of appearing like a regular texture, look like an actual static effect. [There are a lot of materials, so make sure to keep your mouse hovered over them to see the full material name. All the materials are under pure_noise.]

It includes 2 main types of noise: grayscale and RGB. Both types contain moving, additive, and double-sided ($nocull) variants for shaded and fullbright versions. The non-moving materials only change when the camera view changes, while the moving ones constantly change. LightmappedGeneric materials are also available for mapping and using with Map Retexturizer.

If you want to add this to your dedicated server, please use the compressed version instead.

Warning: May not be potato PC friendly. These textures have a slight impact on FPS and use a lot of video memory (16 MB for grayscale, 64 MB for RGB).

Map in screenshots: gm_genesis

Material Keywords
A table describing the meanings of different keywords found in the material names. Hovering your mouse over a material will show you its path and name.
Keyword
Description
grayscale
Black and white noise.
rgb
Colored noise.
lit
Reacts to light (VertexLitGeneric shader).
unlit
Appears the same regardless of lighting (UnlitGeneric shader).
world
Intended for mapping (LightmappedGeneric shader). Don't use on models.
moving
Constantly changes, regardless of camera movement (like a TV static effect).
additive
Appears holographic. Can be used for a localized film grain effect.
nocull
Can be seen from both sides. Noticeable with some Half-Life 2 props (especially trees).
uniform
Noise isn't biased towards a certain shade (appears even). Unimportant as uniform is the only distribution available. This word was used in case gaussian noise ever got added as well.

How does it work?
These materials make use of aliasing. To achieve its effect, a 4096x4096 texture of generated noise is used, which has no mipmaps and uses point sampling. The texture is also scaled down by 99x for maximum shimmering. The lack of mipmaps is what mostly achieves the effect. If you zoom in far with the camera, you will be able to see the individual pixels.

The moving materials use a proxy to shift and rotate the texture to a random position every frame.

Known Issues
  • RGB noise doesn't have every 24 bit color (very minor and unnoticeable, but somewhat bothers me).
  • Grayscale noise doesn't have the same amount of every shade (same deal as the former).
Unfixable
  • Lit moving materials don't appear animated in the material list (game bug).
  • MSAA causes gray seams to appear on geometry edges where the material is present.
  • Noise will look like a pixelated texture, solid color, or lines on certain models due to their UV mapping.


Tags: noise material pack noise materials pack static materials pack noise effect static material pack
Popular Discussions View All (2)
1
May 17 @ 1:10pm
Weird moving static bug??
Slicky Rice
2
Sep 14, 2024 @ 11:33am
PINNED: Artwork
somefoolouthere
101 Comments
chance May 14 @ 7:02am 
how it feels to hit your elbow
you got the dud May 8 @ 4:07am 
My feet when the when the the when the
SkyWolf940 Mar 25 @ 9:47am 
THE ANGER OF GOD IS COMING!!!!!!!
big fat bald dude Nov 27, 2024 @ 5:36pm 
makes me want to chew batteries
jaborbis Nov 27, 2024 @ 4:40am 
BLASPHEMY AGAINST THE HOOLLLYYY SPIRIT!!!
StupadTheTrash Nov 23, 2024 @ 1:44pm 
IT GOES IT GOES IT GOES IT GOES YUH!
Nirn For The Win Nov 16, 2024 @ 11:20pm 
This is what I saw when I got my blood drawn
Majestic Shrimp Oct 19, 2024 @ 7:34pm 
Guillotine music video
Ryder Oct 3, 2024 @ 2:08pm 
How it feels to wake up in the morning for me
👽GLEEPUS👽 Sep 23, 2024 @ 2:38pm 
How it feels to sit with your legs crossed for a little too long: