Technical Details
Render Engines Compatibility: Cycles
Requires Displacement: Yes
Requires UVs: Yes
Processing/Complexity: 2/3
Can be baked: Yes (How to bake materials)
Parameters
▼ TILES
Hue: Tiles Hue
Saturation: Tiles Saturation
Brightness: Tiles Brightness
Roughness: Tiles Roughness
Replace Color: Replaces default color
Color (When Replaced): The color of tiles when replaced
Color Variation (When replaced): Variates the color per tile
Tiles Randomness: How random are the shape and alignment of tiles
Tilt: Tilts the tiles
Mortar: Mortar size
▼ GROUND
Hue: Ground Hue
Saturation: Ground Saturation
Brightness: Ground Brightness
Roughness: Ground ROughness
Replace Color: Replaces default color
Color (When replaced): The color of tiles when replaced
Ground Height: Ground height (displacement) – as the height increases it starts covering parts of the tiles
▼ DETAILS
Moss: Moss control
Dust: Dust control
Pebbles: Pebbles control
▼ OTHERS
Seed X: Scrolls the terrain on X axis (you can use it as a seed to find a design that fits your needs)
Seed Y: Scrolls the terrain on Y axis (you can use it as a seed to find a design that fits your needs)
Scale: Overall material scale
Displacement: Displacement 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
Add Normal (Only visible in the Shader Editor): You can plug a normal map directly to add it to the material normals More info
Normal Str: Controls the strength of the normal map plugged on the Add Normal socket.
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