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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)
Parameters
▼ SURFACE
Color1: Fabric Color 1
Color2: Fabric Color 2
Color3: Fabric Color 3
Color4: Fabric Color 4
Detail: Print Texture Detail
Scale: Print Texture Scale
Variation: Color variation per thread
Ambient Occlusion: Add fake ambient shadows
Roughness: Fabric Roughness
Translucent: Fabric translucent
Alpha: Makes space between threads transparent
seed: Gives different results using the same parameters
▼ FIBERS
Fibers Color: Color for mixed fibers in the fabric
Fibers Intensity: Fibers intensity
▼ FABRIC TEXTURE
Overall Scale: Overall Fabric texture scale
Seed: Gives different results using the same parameters
▼ OTHER
Displacement / Bump: Switch between Displacement and Bump methods (displacement will require adaptive subdivision) More about working with displacement
Height: Displacement/Bump height
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.
More about stretched textures & mapping
User’s Gallery
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Submit your render or video in the #submit-render channel of Sanctus Library discord: Link: https://discord.gg/BjzqNmv68H
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