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
▼ASPHALT
Bump: Asphalt bump
Roughness: Asphalt Roughness
▼RAIN
off/on: at 0 it is deactivated, at 1 activates the rain animation.
Puddles Texture Scale: The scale of the texture that makes the puddles, increasing the number will result in more but smaller puddles.
Puddles Size: Expands and contracts the size of the puddles.
Puddles Seed: Puddles Seed (different results with the same parameters)
Animate: Keyframe this value to animate the rain.
Rain Scale: Rain splatter scale
Rain Density: Rain density
Rain Bump: Multiplier for the splatter bump
▼PAINT
Line 1: Line 1 activation
Line 1 Length: When “Line 1 number” is greater than 1, this parameter controls the length of the lines
Line 1 number: Line frequency
Line 1 Color: Line 1 color
Line 2: Line 2 activation
Line 2 Color: Line 2 color
Double Line: Double Line activation
Double Line Color: Double Line color
Double Line Separation: Double Line separation
Paint Roughness: Paint Roughness
▼DAMAGE
Cracks: Cracks intensity
Dents: Dents intensity
Marks: Marks intensity
Damage Seed: Damage seed (different results with the same parameters)
▼OTHERS
Scale: overall material scale
Replace Vector (Only visible in the Shader Editor): An input where you can replace the default vector, you can for example plug a UV Map node with a Mapping node or any other texture coordinate.
This is especially useful with materials that require UVs when the surface is not 1:1 ratio and you need to adjust the scale
More about stretched textures & mapping
Gallery
Render by Sanctus
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