BLENDER MATERIALS AND TEXTURES
The following are renders I have done of the Blender Materials VX Library included with Blender 2.8
SOME BLENDER MATERIALS EXPERIMENTS I'VE DONE
Glassplosion - A 100% procedural experiment, with color and glass, but pieces like this can be created for a space (printed for a poster, emulating a real glass art work, or 3D printed if some other design is contemplated) for use in an interior design decorative project.
Above I've made this tarred asphalt-like procedural material (that I think is also good for decorative items, handbags and other items when scaled down, including or plaster/cement if I change the color and make it flatter.) I should be able to lay the Blender camera right on a driveway now to good effect (and I'll probably knock down the gloss when doing that) and it should help with more realistic Arch-vis I think.
That's 100% procedural wood! (no decals/UV images etc.) I came up with the particular nodes routine for the above. To those who haven't ever tried to make a procedural wood, it may not seem like a big deal, but to me I've been wanting to figure out a better procedural wood for quite some time. There are fake nodes solutions on some websites that after you enter all the nodes they don't work as advertised (that made me miffed enough to try and figure one out). I can envision other wood experiments too (for other kinds of results) and the way this is solved will now permit me to solve ALL other materials and textures procedurally (I knew that if I could solve for wood that I'd probably be able to solve any other type of material/texture, and at the moment it appears that that will be true!)
Here's a 100% procedural commercial carpet I've come up with using the nodes you see below.
Below is a 100% procedural Asphalt material I've just developed. I'll probably be using this material for all my asphalt roads in the future (and perhaps noising them up a bit more with dirt and imperfections). The nodes are really very simple involving a noise texture into a wave texture and using a diffuse BSDF into the Material Output.