Textureblender began as a single Texture Blend node, built as a fast, lightweight way to blend textures and speed up shading and aging materials. It grew into a full set of node groups for Blender's Shader Editor. The Texture Blend node sits at the core: with its Mask input, you can mix textures together using procedural textures, alpha maps and vertex paint, blend single textures or full PBR texture sets, make puddles, and blend scattered textures.
Around that core are utility nodes. The Mask texture Break up node adds texture to a mask. A Custom Mapping input lets an external mapping system override the one built into certain nodes. The Untiler Mapper removes tiling using UVs or a tri-planar approach without unwrapping UVs, and the Normal Map Rotator fixes normal orientation afterwards. An Edge Wear node runs in Cycles and Eevee, while the TextureScatter node group scatters textures without painting masks. The QP_Tools addon handles linking, relinking and packing PBR texture sets.
V2 added QP_TextureStylize and QP_SmudgeBrush, and V3 introduced a Leaks node along with fixes. The nodes are described as workflow agnostic and made for any artist texturing environments, characters and props.