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)

Parameters

▼TILES
Color: Stone Color 1
Color 2: Stone Color 2
Color variation: Variates color per tile
Size X: Tile width (relative to the material scale)
Size Y: Tile height (relative to the material scale)
Offset: Offsets every other row by a fraction of the tile width
Random Offset: Offsets every other row a random amount
Height: Tiles height (displacement)
Mortar: Mortar thickness
Profile: Controls tiles profile
Bevel: Controls tiles bevel
Bevel Noise Scale: Controls the scale of the noise in the borders of the tiles
Corners: Makes tiles corners round

▼GROUND
Ground Color: Color of the ground between tiles
Roughness: Ground roughness
Pebbles: Adds pebbles in the ground

▼DAMAGE
Dents: Adds Dents
Dents Scale: Dents scale
Denst Height: Dents height (displacement)
Dents Amount: Amount of dents
Cracks: Adds cracks
Cracks Height: Cracks height (displacement)
Slices: Slices out par of some tiles
Slices Sharpness: How sharp is the cut of the slice

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

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


Render by Sanctus

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