Technical Details

Render Engines Compatibility: Cycles, EEVEE
Requires Displacement: No
Requires UVs: Yes
Processing/Complexity: 1/3
Can be baked: No

Parameters

▼ WOOD MATERIAL
Color 1: Wood Color 1
Color 2: Wood Color 2
Roughness: Material Roughness
Variation per Tile: Adds color variation per tile

▼ COAT
Weight: Coat Weight
Coat Roughness: Coat Roughness
Coat Tint: Coat Tint

▼ WOOD TEXTURE
Random Center: Offsets Wood Texture center randomly per tile
Distortion: Adds distortion to the wood texture
Random / Copies: Switch between random and same wood texture on each tile

▼ WOOD MAPPING
Axis (X,Y = 1,2): Wood grain direction
Across Grain Tiling: tiling number (multiplied by overall material scale)
Across Grain Scale: Scale wood texture across grain
Along Grain Scale: Scale wood texture along grain

▼ KNOTS
Amount: Amount of Knots
Color: Knots color
Scale: Knots scale
Along Grain Scale: Scale knots along grain
Across Grain Scale: Scale knots across grain
Deform: 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

▼ OTHER
Overall Scale: Overall material scale (texture and tiles)
Seed: Gives different results using the same parameters
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

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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

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