A System — not just a Shader Pack. True triplanar, anti-tiling, and intelligent wear, built in — one material that renders consistently in both EEVEE and Cycles, now with the Ultra-Mat engine.
// ev+c — one material, two render engines
Upgraded for Blender 5.0. EEVEE + Cycles isn't a new experiment. It began over 6 years ago, has been refined continuously, and is trusted by more than 7,900 artists around the world. Before Ultra-Mat, EEVEE+Cycles was already one of the most complete, production-ready material systems for Blender — 220+ curated photoreal materials, compatible with both EEVEE and Cycles, no UV mapping required, a systemized workflow for infinite derivative materials, stored as KIT OPS KPACKs or in the Asset Browser, and working seamlessly with KIT OPS PRO and FREE.
This foundation remains 100% true — and Ultra-Mat builds directly on it.
EV+C has always been more than "a shader pack." It's a structured, predictable material workflow used in real production environments.
Now, with Blender 5.0 and Ultra-Mat, that system evolves again — delivering better realism, better control, and more flexibility for both PBR sets and single-image materials.
Most material packs scrape the web for thousands of textures and sell you on quantity. EV+C does the opposite: 220+ painstakingly crafted, one-of-a-kind photoreal materials — metals, plastics, paints, woods, glass, fabrics, camo, brushed anisotropic metals, car paint — each designed to tile without visible repetition and to render consistently in both EEVEE and Cycles.
At the core is a single self-contained material design. Triplanar mapping means no UV unwrapping and no texture painting — drop a material on any object and it just works (UV-mapped objects work even better). It runs from a single diffuse map or a full PBR set, with stackable anti-tiling techniques, procedural wear and dirt, color adjustment, and displacement built into the material itself. Because everything is baked into the node tree, your materials keep working — and stay adjustable — with no add-on dependency, forever.
EV+C Materials uses multiple material strategies instead of forcing everything through a single workflow. Curated shaders, procedural techniques, and Ultra-Mat work together to let you create materials from one image or full PBR sets — without deep shader knowledge. With direct KIT OPS integration, the materials you create become reusable assets, not one-off results. Not one shader. Not one trick. A flexible material system built for real production work.
Ultra-Mat is the material engine at the heart of EV+C Materials. It takes your PBR texture maps — or even a single diffuse image — and builds production-ready materials with triplanar mapping, anti-tiling, and intelligent wear built in.
Ultra-Mat lets you adjust PBR values throughout the pipeline, so materials respond correctly to your lighting, your scale, and your scene — without breaking physical plausibility.
UV unwrapping is one of the biggest bottlenecks in material work — especially on complex or kitbashed geometry. Ultra-Mat's triplanar system lets you apply textures instantly, with rotation control on all axes. The grain goes where you want it, without touching a UV editor. Skip the prep. Get to the look.
Most PBR textures look fine — until you scale them. Repeating patterns quickly break realism, especially on regular surfaces like wood floors, panels, or bricks. Ultra-Mat includes four built-in anti-tiling techniques designed to break repetition without destroying structure, even on highly regular patterns. The result: large surfaces that stay believable.
Traditional PBR materials need four texture maps each. In material-heavy scenes, GPU memory fills up fast. Ultra-Mat lets one image do the job of four — so you can use more materials before hitting limits. Visually identical. One quarter the texture memory. Not a downgrade — a smarter use of resources.
One material can become many distinct materials — whether a 4-texture or a 1-texture material. Using color controls, scaling, and roughness tuning, a single marble texture becomes white marble, pink marble, and dark brown marble — without re-downloading or re-authoring. Same source. Different looks.
The Ultra-Mat add-on is a generator, not a dependency. Use it to instantly convert your texture maps — whether four PBR maps or a single image — into a powerful, self-contained shader group. Once created, the add-on is no longer needed: every control required to refine the look is embedded directly in the standard Blender node tree. Complex where it matters, simple where it counts — well-structured shader groups with no black-box shaders and no hidden logic. All controls live inside the material.
Ultra-Mat isn't about presets — it's about creation. Build one-off materials, whole families, or as many custom materials as you need. No artificial limits. No credits. No restrictions.
Ultra-Mat applies wear based on how objects actually age. Procedural, adjustable, and non-destructive — so you control how subtle or dramatic the story feels.
KIT OPS Library or Asset Browser — your choice. Once you've created a material, you decide how it lives in your workflow. Ultra-Mat doesn't dictate your pipeline; it fits into the one you already use.
A powerful system is only valuable if you can actually use it — and get help when you need it.
Clear, structured documentation explains how materials work, why controls exist, and how to get predictable results — from quick setup to deeper refinement.
Practical tutorials show real workflows, not theory — how materials are created, adjusted, and reused in production scenarios.
From your first material to advanced technique — the system stays consistent and predictable as your skills grow, so mastery comes fast.
EV+C is built for artists who need results, not busywork.
Accurate materials for client presentations.
Surfaces that hold up under lighting scrutiny.
Fast iteration without topology perfection.
Realistic finishes for renders and walkthroughs.
Unify materials across mixed assets.
Skip the prep, get the results.
Yes — and even better. Triplanar removes the requirement; it doesn't fight existing UVs.
No. They are carefully curated photo-based materials designed to tile without repeating.
No — the free version of KIT OPS is all you need, and it's included. Pro works too.
The 220+ material library works from Blender 3.0 onward. The Ultra-Mat authoring add-on requires Blender 5.0.0+ (extension format).
Designed by Chipp Walters — a 30-year industry veteran and the creator of KIT OPS, Blender's most-trusted kitbashing add-on. Proven experience. Stellar support. Built for artists like you.
Product files used to ship through shared Google Drive folders — and you told us everything wrong with that: permission requests, sign-in walls, throttled downloads, and no way to tell what changed. That system is gone. EV+C, its KPACKs, and every update now ship from the CHIPPWALTERS download server: one folder, open in any browser.
Everything you need — nothing you don't. You're not buying a preset pack — you're getting a complete, evolving material system built for real production work. $25, royalty-free: no credits, no subscription, no per-render limits. Ships as the Ultra-Mat authoring add-on — a Blender 4.2+ extension (.zip), version 1.4.11. Requires Blender 5.0.0 or newer.
EV+C isn't a fire-and-forget asset pack — it's backed by the same first-class support behind KIT OPS since 2019: an active Discord where a human answers, and six years of updates behind it.
Spend less time fixing materials — and more time refining the look. Stop fighting UVs and create materials you actually own and reuse.