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Technical Details
Render Engines Compatibility: Cycles, EEVEE
Requires Displacement: No
Requires UVs: Yes
Processing/Complexity: 1/3
Can be baked: Yes (How to bake materials)
Parameters
▼ WOOD MATERIAL
Color 1: Wood Color 1
Color 2: Wood Color 2
Color Variation: Adds color variation
Roughness: Wood roughness
▼ COAT
Weight: Coat Weight
Coat Roughness: Coat Roughness
Coat Tint: Coat Tint
▼ TILES
Tiles Length: Tiles Length
Tiles Width: Tiles Width
Offset: Offsets every other row
Random Offset: Adds random offset every other row
Rotate Pattern: Rotate Pattern
Offset Tiles: Offset tiles position
▼ GAP
Gap: Gap width
Gap Darken: Gap darker color
▼ WOOD TEXTURE
Scale X: Scale wood texture along X axis
Scale Y: Scale wood texture along Y axis
Overall Scale: Overall Wood Texture Scale
Offset Center: Offsets Wood Texture center randomly per tile
Mix 1: Combines different textures for the wood
Contrast: wood texture contrast
▼ KNOTS
Amount: Amount of knots
Scale: Overall Knots scale
Mapping X: Knots X axis scale
Mapping Y: Knots Y axis scale
Deform Str: How much does the knot deform the wood texture
Knots Seed: Seed specific for knots
Coloring: How strong is the knots color
Bump: Knots Bump
▼ OTHERS
Overall Scale: Overall Material Scale (tiles and wood texture)
Seed: Gives different results using the same parameters
Bump Multiplier: Overall Bump 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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