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

Users Gallery

——

Do you want to be featured in the user’s gallery?
Submit your render or video in the #submit-render channel of Sanctus Library discord: Link: https://discord.gg/BjzqNmv68H

Feedback

Was this helpful?

Yes No
You indicated this topic was not helpful to you ...
Could you please leave a comment telling us why? Thank you!
Thanks for your feedback.

Post your comment on this topic.

Post Comment