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Displacement To Normal

Assets » Shader Tools (Bonus Content) » Utils » Displacement To Normal

Moss Normal

Assets » Material Editor » Smart Modules » Moss Normal

Adds moss with Normal based mask Parameters ▼ MASK Distance: Mask distance Blend: Mask Blending Fixed/Dynamic: Switch between the mask being based in the object’s orientation and one based in the world’s orientation. Strength: Mask Strength ▼ MASK…

Dust Normal

Assets » Material Editor » Smart Modules » Dust Normal

Adds dust with Normal based mask Parameters ▼ MASK Distance: Mask distance Blend: Mask Blending Fixed/Dynamic: Switch between the mask being based in the object’s orientation and one based in the world’s orientation. Strength: Mask Strength ▼…

Dirt Normal

Assets » Material Editor » Smart Modules » Dirt Normal

Adds dirt with Normal based mask Parameters ▼ MASK Distance: Mask distance Blend: Mask Blending Fixed/Dynamic: Switch between the mask being based in the object’s orientation and one based in the world’s orientation. Strength: Mask Strength ▼…

Normal Bake

Assets » Shader Tools (Bonus Content) » Utils » Normal Bake

Description Converts from Object to Tangent space normal Use You can convert the output of the bump node in order to bake it

Combine Normal

Assets » Shader Tools (Bonus Content) » Utils » Combine Normal

Normal Mask

Assets » Material Editor » Masks » Normal Mask

A mask based on the face normal Parameters ▼ MASK ACTIVATION X+: Positive X axis mask activation X-: Negative X axis mask activation Y+: Positive Y axis mask activation Y-: Negative Y axis mask activation Z+: Positive Z axis mask activation Z-: Negative Z axis…

How to Bake Materials

Using Materials (Blender v4.0+) » How to Bake Materials

Watch the video explaining the new baking system About the Baking Tool The UI Baking a Material Baking Materials with multiple Slots Baking Other Materials If you have an older version of Sanctus Library: Baking Materials in Sanctus Library 3.0 and…

Materials

Other Sanctus Products » Expansions » Sanctus Liquid Works » Assets » Materials

Apple Juice Beer Blood Bubble Caramel Caramel Pudding Chocolate Chocolate Pudding Cocoa Coffee Coffee Latte Coke Condensation Drops Cork Cream Dense Foam Epoxy Glass Animated Condensation Golf Sauce Grapefruit Juice Grape Juice Honey Ice…

Materials

Other Sanctus Products » Expansions » Sanctus Wood Works » Assets » Materials

2D Clip Wood Surface 2D Veneer Wood Surface 3D Shou Sugi Wood 3D Simple Wood 3D Smart Dusty Wood 3D Smart Moldy Wood 3D Smart Object Wood 3D Smart Old Painted Wood 3D Smart Painted Dusty Wood 3D Smart Painted Wood 3D Smart Varnished Wood 3D Smart…

Materials

Assets » Materials

Buildings Car Paint Doodles Effects Emission Experimental Fabrics Food Glass Metals Metals Worn Others Ropes and Cables Stones Stylized Synthetics Tiles Toon Water Wood

Rust Normal A

Assets » Material Editor » Smart Modules » Rust Normal A

Adds moss with Normal based mask Parameters ▼ MASK Distance: Mask distance Blend: Mask Blending Fixed/Dynamic: Switch between the mask being based in the object’s orientation and one based in the world’s orientation. Strength: Mask Strength ▼ MASK…

Rust Normal B

Assets » Material Editor » Smart Modules » Rust Normal B

Adds moss with Normal based mask Parameters ▼ MASK Distance: Mask distance Blend: Mask Blending Fixed/Dynamic: Switch between the mask being based in the object’s orientation and one based in the world’s orientation. Strength: Mask Strength ▼ MASK…

Rusty Metal NORMAL

Assets » Materials » Metals Worn » Rusty Metal NORMAL

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 2/3 Can be baked: Yes (How to bake materials) Parameters ▼ METAL- Color: Metal Color Roughness: Metal Roughness Detail Scale: Metal Detail…

Normal Map Rotation

Assets » Shader Tools (Bonus Content) » Utils » Normal Map Rotation

Normal Map Flip

Assets » Shader Tools (Bonus Content) » Utils » Normal Map Flip

Normal Map Str

Assets » Shader Tools (Bonus Content) » Utils » Normal Map Str

Using Materials

Using Materials (Blender v4.0+) » Using Materials

This is the basic information, if you want you can watch the full User’s Guide here The addon is located on the viewports’ N-Panel (Hotkey N) You will see a tab with the name “Sanctus Library”, click on the tab and you will see the addon. …

UV Maps Random

Assets » Shader Tools (Bonus Content) » Coordinates » UV Maps Random

Materials with Displacement

Using Materials (Blender v4.0+) » Materials with Displacement

Materials with Displacement What is displacement and how does it works / Using bump instead. How to prepare your file to work with Displacement Materials Using bump instead of Displacement: In some cases where displacement is not that prominent you can replace…

Baking Other Materials (Not from the library)

Using Materials (Blender v4.0+) » How to Bake Materials » Baking Other Materials (Not from the library)

Even if you don’t have the Baking Sockets exposed in the Group Nodes, you can still bake basically any material. All you need to do is to bake the output of the last node before it connects to the Shader (in most cases Principled BSDF). *If you don’t see…

Mixing 2 different materials

Using the Material Editor (Blender 4.0+ Cycles) » Mixing 2 different materials

There’s a special node in the Shader category called Material Mixer, it can be used to bake 2 procedural or PBR materials using a texture or procedural mask. At the moment the connections for this node have to be made manually. You can plug image texture nodes or…

Baking Material Editor Materials

Using the Material Editor (Blender 4.0+ Cycles) » Baking Material Editor Materials

You can use Sanctus Library Baking tool to bake any module output. Right click a module nodegroup and click “Select Sockets for Baking” to select the maps that you want to bake. Follow the baking process guide Once you Bake, you can use the result as a…

Using Materials (Blender v4.0+)

Using Materials (Blender v4.0+)

Using Materials Search and Filters Material Icons How to Bake Materials Materials with Displacement Displacement in EEVEE & EEVEE Next Troubleshooting Legacy

How to bake materials (Sanctus Library v3.0 and older)

Using Materials (Blender v4.0+) » Legacy » How to bake materials (Sanctus Library v3.0 and older)

Sanctus Baking All the materials have baking outputs to facilitate this process with the exception of a few materials that can’t be baked When you select and right click a group node on the shader editor you will see a new option: “New maps from…

Baking Materials with multiple Slots

Using Materials (Blender v4.0+) » How to Bake Materials » Baking Materials with multiple Slots

Before you start baking The object has to be UV unwrapped with NO OVERLAPPING faces in order to be able to bake Cycles needs to be selected as your render engine Go to the Shader Editor and Open the Sanctus Library Tab from the N panel (From the Shader…

Where to download the updates?

Getting Started » Where to download the updates?

Blender Market 1. In your profile icon go to ORDERS, then search for Sanctus Library and click on the Downloads button. 2. Download the new version of your choice and follow the instructions Gumroad 1.On your dashboard, go to the Library option, inside your library…

Where to get the addon

Getting Started » Where to get the addon

You can buy the addon in the following stores: Blender Market Gumroad

Use on existing and new materials

Other Sanctus Products » Sanctus Procedural Mapping » Use on existing and new materials

Sanctus Library Materials Sanctus Library materials already have an exposed vector input that you can use to replace the coordinates. Remember that in the case of materials using or designed to use UV Maps (identified in Sanctus Library with a UV icon) “Sanctus…

How to use the Material Editor

Using the Material Editor (Blender 4.0+ Cycles) » How to use the Material Editor

Introduction Each Module Group Node has Inputs and Outputs. On the inputs you can plug the Baking outputs of any bakeable procedural material from the library, a PBR material or you can use a base shader from the editor “shaders” category of assets.…

The UI

Using Materials (Blender v4.0+) » How to Bake Materials » The UI

The UI 1. Texture resolution 2a. Auto margin, uncheck to manually set it to a fixed pixel number 2b. Bake Decals: When checked, the decals assigned to the object will be baked combined with the object material. 2c. Override Textures: When checked, when you bake new…

Bake materials with multiple slots (Sanctus Library v3.0 and older)

Using Materials (Blender v4.0+) » Legacy » Bake materials with multiple slots (Sanctus Library v3.0 and older)

In order to bake materials with multiple slots, you have to make sure that each material is assigned to a different island in your UV map with enough margin. We will use for example Suzanne in this case with 2 procedural materials: Once the UVs are ready we can…

Photo to Paint

Assets » Materials » Effects » Photo to Paint

Technical Details Render Engines Compatibility: Eevee, Cycles Requires Displacement: No Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Description This effect imitates a painting, it comes with an example image texture that…

Photo to Bill

Assets » Materials » Effects » Photo to Bill

Technical Details Render Engines Compatibility: Eevee, Cycles Requires Displacement: No Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Description This effect imitates bills crosshatch print, it comes with an example image…

Convert to Mesh

Using Geometry Nodes Assets (Blender v4.0+) » Convert to Mesh

Converting a Mesh Object with a Geometry Nodes modifier to Mesh 1- Select the object 2- Go to the GeoNodes editor Tab (The Geometry Nodes modifier must be selected in case you have more modifiers applied to the object) 3- Add a “Realize Instances” node just…

Cartesian to Spherical

Assets » Shader Tools (Bonus Content) » Utils » Cartesian to Spherical

Spherical to Cartesian

Assets » Shader Tools (Bonus Content) » Utils » Spherical to Cartesian

RGB to CMYK

Assets » Shader Tools (Bonus Content) » Utils » RGB to CMYK

How to use

Other Sanctus Products » Sanctus Procedural Mapping » How to use

The addon will add a new panel in the Shader Editor called Sanctus. If you already have Sanctus Library installed, to save space it will add a new section “Procedural Mapping” inside the existing Sanctus panel. In order to work correctly, the object…

Updating the addon

Getting Started » Installation & Updating » Updating the addon

When you update to a newer version of Sanctus Library, if you just install the newer version on top of the old one, some old files may not be removed properly. To make sure this doesn’t happen, and ensure the correct functioning of the addon, we have to correctly…

Add Local Folders as Decal Cateogries (New)

Using The Decal Tool (Blender v4.0+) » Add Local Folders as Decal Cateogries (New)

Since version 3.1 you can add local folders as categories inside the decal tool panel. Go to the addon preferences in EDIT>PREFERENCES, click de addons tab and find Sanctus Library. Select the Decals tan in the preferences In the decal preferences click the ADD…

How to get expansions

Other Sanctus Products » Expansions » How to get expansions

Available expansions *Sanctus Library users have a preferential price with 20% discount using the code: slexpansion (you have to own Sanctus Library personal, commercial or studio versions in the same store for the code to work) Sanctus Liquid Works: Blender…

How to install expansions

Other Sanctus Products » Expansions » How to install expansions

There are 2 ways to use the expansions, as a stand alone product or as an expansion in Sanctus Library. Asset Browser version: Download the Expansion_Name_AB.zip file (For example Liquid_Works_AB.zip) from the store where you purchased it. Extract the content in a…

About the Baking Tool

Using Materials (Blender v4.0+) » How to Bake Materials » About the Baking Tool

Sanctus Baking The Sanctus Library’s baking process consists in creating a baking queue with the MAPS (Color, Metallic, Roughness, etc…) that will be baked and add the information from different sources to them. For example, multiple materials from…

Using the decal tool

Using The Decal Tool (Blender v4.0+) » Using the decal tool

The Decal Tool requires Blender v4.0+ User’s Guide Video Procedural Non-Destructive & real time Decal Placing Tool Basic Use The first step is to press the Decals button on Sanctus Library Panel Navigate through the categories and press the…

About the Material Editor

Using the Material Editor (Blender 4.0+ Cycles) » About the Material Editor

The material editor is a new tool incorporated in the 3.1 version of the addon. The goal is to give the users the ability to further customize either procedural and pbr materials or even create new from scratch. The smart modules are used as layers to add all sort…

The viewport is very slow

Using Materials (Blender v4.0+) » Troubleshooting » The viewport is very slow

One of the first issues that you can find is the you assign a material and suddenly the viewport becomes almost impossibly slow. What’s going on? In 99% of the cases this is because you are using eevee on a heavy material, switch to Cycles, GPU compute. …

How to access an Asset Library

Asset Browser (Blender v4.0+) » How to access an Asset Library

Once you add a new Asset Library, you can access it through Blender’s Asset Library Create a new Frame Window in Blender Select the editor type: Asset Browser Then you can just select ALL or a Specific Library to browse

Using The Decal Tool (Blender v4.0+)

Using The Decal Tool (Blender v4.0+)

The Decal Tool requires Blender v4.0+ Using the decal tool Add Local Folders as Decal Cateogries Use your own images Baking Decals Mirror Decals Reposition Decals Swap Image Legacy

Using the Material Editor (Blender 4.0+ Cycles)

Using the Material Editor (Blender 4.0+ Cycles)

About the Material Editor How to use the Material Editor Different Types of Assets Baking Material Editor Materials Can I use it with EEVEE/EEVEE Next? Mixing 2 different materials Troubleshooting Material Editor Assets

Material Mixer

Assets » Material Editor » Shaders » Material Mixer

Mixes 2 different material group nodes using a mask Here a Material Mixer is used to mix 2 materials with a cell mask You can copy the nodegroups from other materials and paste 2 of them on a single material, then add a mixer and a mask to combine them. The bake…

Baking Decals (Sanctus Library v3.0 and older)

Using The Decal Tool (Blender v4.0+) » Legacy » Baking Decals (Sanctus Library v3.0 and older)

After you applied and adjusted the decal parameters, if you want, you can bake them to a single texture. 1. Select the object that has the decals applied 2. Go to the shading tab and open the Sanctus Tab in the N panel 3. Switch from Material to Decal baking …

Different Types of Assets

Using the Material Editor (Blender 4.0+ Cycles) » Different Types of Assets

Smart Modules Smart Modules are like layers with all sort of imperfections and details that you can add to new or existing materials (pbr or procedural). Shaders Shaders are simple and light nodes to use as your material starting point. (You can always use other…

Terrazzo

Assets » Materials » Tiles » Terrazzo

Technical Details Render Engines Compatibility: Cycles, Eevee (using bump instead of Displacement) Requires Displacement: Yes Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼ TILES Tiles / Poured: Switch…

Marble Tiles

Assets » Materials » Tiles » Marble Tiles

Technical Details Render Engines Compatibility: Cycles Requires Displacement: Yes Requires UVs: Yes Processing/Complexity: 2/3 Can be baked: Yes (How to bake materials) Parameters ▼ TILES Tile Size: Tiles Size Tilt: Increase random tiles tilt ▼ MARBLE Dark…

Changelog / Updates

Changelog / Updates

v3.3 – May 12, 2025 New Materials -Rustic Plaster – Buildings (6) -Gold Marble – Stones (4) -Quilted leather – Fabrics (6) -Quilted Fabric – Fabrics (6) -Herringbone Tiles – Tiles (4) -Mosaic Tiles – Tiles (8) -Carpet…

Flagstone

Assets » Materials » Tiles » Flagstone

Technical Details Render Engines Compatibility: Cycles Requires Displacement: Yes Requires UVs: Yes Processing/Complexity: 2/3 Can be baked: Yes (How to bake materials) Parameters ▼ TILES Hue: Tiles Hue Saturation: Tiles Saturation Brightness: Tiles…

Cast Iron

Assets » Materials » Metals » Cast Iron

Technical Details Render Engines Compatibility: Eevee, Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters Base Color: Color Roughness: Roughness Roughness…

Baking Decals

Using The Decal Tool (Blender v4.0+) » Baking Decals

A new baking system was implemented in Sanctus Library 3.1 with the main objective of automate the process of combining Decal and Material bakes and also to facilitate the instantiation of baked textures in the shader editor. After you applied and adjusted the decal…

Can I use it with EEVEE/EEVEE Next?

Using the Material Editor (Blender 4.0+ Cycles) » Can I use it with EEVEE/EEVEE Next?

EEVEE/EEVEE NEXT The best way to use this editor with eevee is to create or edit your materials using CYCLES and then baking and using the resulting maps as a PBR material in EEVEE.

Textures Modules

Assets » Material Editor » Textures Modules

Texture Modules are procedural layers that add details in the normal of the materials. How to use the Material Editor Cell Texture Cones Demispheres Diamond Wave Linear Wave Sine

Smart Modules

Assets » Material Editor » Smart Modules

Smart Modules are like layers with all sort of imperfections and details that you can add to new or existing materials (pbr or procedural). How to use the Material Editor Cracks A Dirt AO Dirt Normal Dust AO Dust Normal Edge Wear Lichen A Lichen B Lichen…

Cork

Other Sanctus Products » Expansions » Sanctus Liquid Works » Assets » Materials » Cork

Technical Details Render Engines Compatibility: Eevee, Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼ BASIC Texture Scale: Texture Scale Bevel Radius (Normal): The radius of…

Cork

Assets » Materials » Others » Cork

Technical Details Render Engines Compatibility: Eevee, Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼ BASIC Texture Scale: Texture Scale Bevel Radius (Normal): The radius of…

Coke

Other Sanctus Products » Expansions » Sanctus Liquid Works » Assets » Materials » Coke

Technical Details Render Engines Compatibility: Eevee, Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼ BASIC Texture Scale: TODO Bevel Radius (Normal): TODO Roughness: TODO ▼…

Search and Filters

Using Materials (Blender v4.0+) » Search and Filters

To help you find specific materials you have different options. Navigation You can go through the different material categories, click the preview thumbnail and browse all the materials in that category. Material icons will help you identify different aspects of each…

Old Metal

Assets » Materials » Metals Worn » Old Metal

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 1/3 Can be baked: Yes How to bake materials Parameters ▼BASIC Color: Color Metallic: Blends between a non-metallic and metallic material Color…

Old Gold

Assets » Materials » Metals Worn » Old Gold

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 1/3 Can be baked: Yes How to bake materials Parameters ▼BASIC Color: Color Metallic: Blends between a non-metallic and metallic…

Old Steel

Assets » Materials » Metals Worn » Old Steel

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 1/3 Can be baked: Yes How to bake materials Parameters ▼BASIC Color: Color Metallic: Blends between a non-metallic and metallic…

Old Copper

Assets » Materials » Metals Worn » Old Copper

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 1/3 Can be baked: Yes How to bake materials Parameters ▼BASIC Color: Color Metallic: Blends between a non-metallic and metallic material Color…

Using GN Assets

Using Geometry Nodes Assets (Blender v4.0+) » Using GN Assets

The main panel where the Materials are now has a switch to change from Materials to GN Assets Like in the Materials module, you change the category and select the asset that you want to use. Geometry Nodes Asset Types Until now each Generator required the user to…

Addon Preferences

Getting Started » Addon Preferences

INTERFACE 1 Import Preferences: Import previously saved addon preferences 2 Export Preferences: Export current preferences (including asset favorites) 3 Pillow: When installed, increases the loading speed of thumbnails 4 Tabs: Navigate between the different groups…

Old Bronze

Assets » Materials » Metals Worn » Old Bronze

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 1/3 Can be baked: Yes How to bake materials Parameters ▼BASIC Color: Color Metallic: Blends between a non-metallic and metallic…

FAQ

Other Sanctus Products » Sanctus Procedural Mapping » FAQ

Materials Created with Sanctus Procedural Mapping will work for someone that doesn’t have the addon? Yes the addon appends a custom node that will work on Blender without the addon installed. You only have to make sure the object using the material has Rest…

Rainy Window

Assets » Materials » Water » Rainy Window

Technical Details Render Engines Compatibility: Cycles, Eevee Requires Displacement: No Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: No Parameters Color: TODO Roughness: TODO IOR: TODO Normal (Only visible in the Shader Editor): TODO Weight:…

Smart Metal v2

Assets » Materials » Metals Worn » Smart Metal v2

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 2/3 Can be baked: Yes (How to bake materials) Parameters ▼ PAINT Paint Color: Paint Color Paint Metallic: Paint Metallic Paint Roughness:…

Smart Rubber

Assets » Materials » Synthetics » Smart Rubber

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 2/3 Can be baked: Yes (How to bake materials) Parameters ▼ RUBBER Color: Rubber Color Color…

Concrete Wall

Assets » Materials » Buildings » Concrete Wall

Technical Details Render Engines Compatibility: Cycles Requires Displacement: Yes (working with Displacement) Requires UVs: Yes Processing/Complexity: 2/3 Can be baked: Yes (How to bake materials) Parameters ▼…

Asset Browser (Blender v4.0+)

Asset Browser (Blender v4.0+)

What is the asset version? The Asset Browser version is not a complement, but an alternative to the Addon Library. If you use and install the addon, you don’t need to install this version. This version gives you access to drag and drop all the materials and most…

Anodized Aluminium

Assets » Materials » Metals » Anodized Aluminium

Technical Details Render Engines Compatibility: Cycles, Eevee Requires Displacement: No Requires UVs: No Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼ SURFACE Base Color: Metal Color Duochromatic: Makes the material duo…

Star Diamond Tiles

Assets » Materials » Tiles » Star Diamond Tiles

Technical Details Render Engines Compatibility: Cycles/eevee Requires Displacement: No Requires UVs: Yes Processing/Complexity: 2/3 Can be baked: Yes (How to bake materials) Parameters ▼TILES SURFACE Color 1: Star tiles color Color 2: Background tiles…

Opus Roman Tiles

Assets » Materials » Tiles » Opus Roman Tiles

Technical Details Render Engines Compatibility: Cycles/eevee Requires Displacement: No Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼TILES SURFACE Color 1: Main tiles color Color Variation: Makes each tile a…

Diamond Corner Tiles

Assets » Materials » Tiles » Diamond Corner Tiles

Technical Details Render Engines Compatibility: Cycles/eevee Requires Displacement: No Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼TILES Tiles Size Y: Tile width (relative to the material scale) Tiles Size…

Wool

Assets » Materials » Fabrics » Wool

Technical Details Render Engines Compatibility: Cycles Requires Displacement: Yes (working with Displacement) Requires UVs: Yes Processing/Complexity: 2/3 Can be baked: Yes (How to bake materials) Parameters ▼ COLOR Color: Color Color Variation: Color…

Mixed Tiles

Assets » Materials » Tiles » Mixed Tiles

Technical Details Render Engines Compatibility: Cycles/eevee Requires Displacement: No Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼TILES SHAPE Tiles Size Y: Tile width (relative to the material scale) Tiles…

Mixed Tri Hex Tiles

Assets » Materials » Tiles » Mixed Tri Hex Tiles

Technical Details Render Engines Compatibility: Cycles/eevee Requires Displacement: No Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼TILES Color 1: Main tiles color Color 2: Small tiles color Color Variation:…

Potions

Assets » Geometry Nodes » Containers » Potions

Usage -Click the “Add New” button to import the asset to the scene Materials -By default the object has materials that can be controlled from the asset parameters in the addon panel. For the liquid there is a value that is not possible to adjust from…

FAQ

FAQ

Can I bake Procedural Materials? Yes, you can use the easy baking tool included in Sanctus Library My viewport is extremely slow, what’s going on? Here is all you need to know if your viewport becomes extremely slow When does the Asset Browser version…

Circle Corner Tiles

Assets » Materials » Tiles » Circle Corner Tiles

Technical Details Render Engines Compatibility: Cycles/eevee Requires Displacement: No Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼TILES Tiles Size Y: Tile width…

Write on Surface

Assets » Geometry Nodes » Tools » Write on Surface

Creates mesh text on a target’s object surface. The tool is flexible enough to adapt to curved surfaces with a reasonable limit since it is projected in the target surface. Usage Select the object where you want to write text. On the addon panel click the…

Snow Generator

Assets » Geometry Nodes » Nature » Snow Generator

Usage 1- Click the “Add New” button 2- Go to Blender’s modifier tab and inside the geometry nodes modifier you will see a field to select the collection where the objects affected with snow will be. Parameters Collision Collection: Objects in…

Displacement in EEVEE & EEVEE Next

Using Materials (Blender v4.0+) » Displacement in EEVEE & EEVEE Next

Using materials with displacement in EEVEE (Blender 4.1 and older) EEVEE NEXT (Blender 4.2) EEVEE Next supports displacement but there are still nodes not compatible with it and it’s still slow with complex procedural materials, so the best way to use the…

SF Panel V3 (Lights Parallax)

Assets » Materials » Buildings » SF Panel V3 (Lights Parallax)

Technical Details Render Engines Compatibility: Cycles/eevee Requires Displacement: No Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼PANEL Panel Width: Width of each panel (If the Scale of the material is set…

SF Panel Fan (Parallax)

Assets » Materials » Buildings » SF Panel Fan (Parallax)

Technical Details Render Engines Compatibility: Cycles/eevee Requires Displacement: No Requires UVs: Yes Processing/Complexity: 1/3 Can be baked: Yes (How to bake materials) Parameters ▼PANEL Panel Width: Width of each panel (If the Scale of the material is set…

Wrap Collection

Assets » Geometry Nodes » Tools » Wrap Collection

Wraps a collection in plastic film Usage Click the “Add New” button in the addon’s panel. Go to the modifiers tab and select the collection you want to wrap in plastic. The effect is quite solid, but can produce some overlapping in complex…

Editor Setups

Assets » Material Editor » Editor Setups

Here I will be adding materials created with the Material Editor and the modules and parameters used to make them. This way you can replicate or get inspiration to create your own materials. (coming soon)

3D Smart Dusty Wood

Other Sanctus Products » Expansions » Sanctus Wood Works » Assets » Materials » 3D Smart Dusty Wood

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 3/3 Can be baked: Yes (How to bake materials) Parameters ▼ WOOD MATERIAL Color 1: Wood Color…

3D Smart Moldy Wood

Other Sanctus Products » Expansions » Sanctus Wood Works » Assets » Materials » 3D Smart Moldy Wood

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 3/3 Can be baked: Yes (How to bake materials) Parameters ▼ WOOD MATERIAL Color 1: Wood Color…

3D Smart Varnished Wood

Other Sanctus Products » Expansions » Sanctus Wood Works » Assets » Materials » 3D Smart Varnished Wood

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 3/3 Can be baked: Yes (How to bake materials) Parameters ▼ WOOD MATERIAL Color 1: Wood Color 1…

3D Shou Sugi Wood

Other Sanctus Products » Expansions » Sanctus Wood Works » Assets » Materials » 3D Shou Sugi Wood

Technical Details Render Engines Compatibility: Cycles Requires Displacement: No Requires UVs: No Processing/Complexity: 3/3 Can be baked: Yes (How to bake materials) Parameters ▼ WOOD MATERIAL Color Switch(1,2,3,4):…