Technical Details

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


Tint Color: Tint for the concrete
Tint Factor: How much the tint affects the color
Brightness: Controls the brightness of the color

▼PLANKS (Planks used to make the concrete)
Planks Height: Board Height
Planks Width: Board Width
Planks Offset: Offsets planks every other row
Planks Tilt: Tilts the boards
Rounded Corners: Makes the board corners round
Mortar Size: Size of the mortar
Mortar Height: Height of the mortar print (displacement)

Prints: Board prints
Print Size: Board prints texture scale
Air Bubbles Scale: Air bubbles scale
Air Bubbles Amount: Air bubbles amount
Air Bubbles Mask: Covers parts of the bubbles to distribute them less evenly
Smooth Areas Size: Size of the smooth areas
Smooth Areas Cover: Covers parts of the smooth areas to distribute them less evenly
Smooth Areas Roughness: Roughness of the smooth areas

Damage Scale: Damage texture scale
Damage Height: How deep the damage goes (displacement)
Damage Thickness: Thickness of the cracks
Damage Mask: Covers parts of the damaged areas to distribute them less evenly

Scale: overall material scale
Seed: Gives different results using the same parameters
Displacement: Multiplier for the displacement
Bump: Multiplier for the bump

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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Submit your render or video in the #submit-render channel of Sanctus Library discord: Link:


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