A couple of older filters created to speed up asset creation while working on the vehicle/weapons team at Capcom.
Blood filter
Created to replicate the hit state shader used in engine. This allowed us to get 1:1 results between painter and the engine.
The filter could toggle through and adjust blending between each hit state along with a debug mode to view all states at the same time.
Burned Car Filter
The team needed to texture a lot of different burning vehicles in a pile up. This filter was created to quickly add paint scorching/bubbling and a burned metal material in one stroke or with noises/generators. The graph was pretty heavy so I also added a paint preview toggle to reduce lag when painting.
Blood Filter
Burned Car Filter