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Edge wear material from the Bevel node

Build a painted-metal node material that wears through to bare metal along convex edges: the Bevel node normal is compared with the true normal, and the edge term is broken up by noise into chips. Use it for tools, vehicles, props and game assets that need handled edges.

Recorded render of Edge wear material from the Bevel node

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • graphcheck.py
  • material_edge_wear.py
  • meshcheck.py
  • preview.png
  • test_material_edge_wear.py
  • test_package.py
  • verification/native.json

How it works

Operator
baltor.material_edge_wear
Parameters
material_name, paint_color, metal_color, wear_width, sensitivity, wear_amount, noise_scale, assign
Result
One material with a node tree; assigned to the active object.
Blender
4.2 or later
Axes
Blender Z up, -Y forward
Units
metres

Recorded checks

blender 5.2.1 LTS (hash 9e2066aef7ef built 2026-08-25 02:12:34)

  • addon_install_and_enable
  • operator_runs_with_defaults
  • blender_data_matches_core
  • addon_disable_unregisters
  • script_mode_runs
  • clean_reopen_addon_file
  • clean_reopen_script_file
  • gltf_separate_export
  • engine_output_clean

Limits to consider

Relies on the Bevel shader node, which only Cycles evaluates; EEVEE returns the plain normal, so no wear appears there. Detects convex and concave edges alike within the radius. Noise-based chips, not a wear simulation. Rendered here with Cycles CPU only. Verified in Blender 5.2.1; written for the 4.2 API.