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)


Brightness: Asphalt brightness
Bump: Asphalt bump
Roughness: Asphalt Roughness

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

Road Direction: Rotates the direction of the road (along X or Y axes)
Mapping Scale: Compensate for the scale of the object. If your plane where you applied this material scale on X is 3 times larger on X that Y axes you set this value to 3, same for Y larger than X but you will have to rotate the texture using “Road Direction” parameter.
Dashed Line: Activates Dashed Line
Dashed Line Color: Dashed Line Color
Dashed Line Width: Dashed Line Width
Dashed Line Length: Dashed Line Length
Dashed Line number: Amount of lines
Side Line: Activate the side lines (bound lines)
Side Line Color: Line color
Side Line width: Line width
Side Line position: Offsets line position
Double Line: Activates the double line
Double Color: Line color
Double Line width: Line width
Double Separation: Separation between lines
Paint Roughness: Paint roughness for all the lines

Cracks: Cracks intensity
Dents: Dents intensity
Marks: Marks intensity
Damage Seed: Damage seed (different results with the same parameters)

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


Render by Sanctus


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