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)


Type: Brick Type (0 or 1 = A or B)
Length: Brick Length
Height: Brick Height

Mortar Color: Mortar Color
Mortar Roughness: Mortar Roughness
Mortar Thickness: Mortar Thickness
Mortar Uniformity: How uniform the mortar is
Mortar Offset: Offsets the mortar position relative to the bricks
Mortar Missing: Adds spots where the mortar is missing

Offset: Offsets every other brick row
Randomize Offset: Adds random variation to the “Offset” parameter value
Z Rotation Intensity: Rotates the bricks slightly in the Z axis (perpendicular to the bricks)
XY Rotation Ratio: The ratio (amount) of bricks that are affected by “XY Rotation Intensity” parameter
XY Rotation Intensity: The intensity of the rotation of bricks in the X and Y axes.

Block A Color: Color used for brick type A
Block B Color: Color used for brick type B
Brick Roughness: Brick roughness
Color Variation: Adds brightness variation per brick
Color Variation Seed: Gives different results using the same parameters
Grime: Adds texture and variation to the bricks color

Broken Tiles Ratio: The ratio of broken/cracked bricks

Color: Dust Color
Range: Dust cover area
Intensity: Dust Intensity

Seed: Gives different results using the same parameters
Scale: Overall Scale
Bump: Bump multiplier
Displacement: Displacement Multiplier
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

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