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Technical Details
Render Engines Compatibility: Cycles
Requires Displacement: No
Requires UVs: No
Processing/Complexity: 2/3
Can be baked: Yes (How to bake materials)
Parameters
Marble 01
▼ MARBLE
Marble Color: Marble Color
Brightness: Color Brightness
Roughness: Marble Roughness
Ambient Occlusion: Ambient Occlusion (Simulates shadows from ambient light, based on the object’s geometry)
▼ GOLD
Gold Color: Gold Color
Gold Roughness: Gold Roughness
Gold Bump: Gold Bump
Gold Distance: Controls Gold amount
▼ VEINS
Veins Color: Veins Color
Veins Intensity: Veins Intensity
Veins Seed: Veins Seed
▼ CRACKS
Cracks Color: Cracks Color
Cracks Amount: AMount of cracks
Cracks Seed: Cracks Seed
▼ SUBSURFACE
Subsurface Weight: Subsurface Weight
Subsurface Scale: Subsurface Scale
▼ TEXTURE
Overall Scale: Overall Material Scale
Overall Seed: Gives different results using the same parameters
▼ OTHERS
Bevel Radius: The radius of the bevel that affects the normals to get more rounded edges (0 to deactivate) (Cycles Only)
Bump: 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.
More about stretched textures & mapping
Marble 02
▼ MARBLE
Roughness: TODO
Scale: TODO
▼ GOLD
Gold Color: TODO
Gold Roughness: TODO
Gold Bump: TODO
▼ OTHERS
Seed: TODO
Bump: TODO
Bevel Radius: TODO
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.
More about stretched textures & mapping
Marble 03 and 04
▼ MARBLE
Color1: Marble Color
Color2: Marble Color 2
Roughness: Marble Roughness
Ambient Occlusion: Ambient Occlusion (Simulates shadows from ambient light, based on the object’s geometry)
Scale: TODO
Veins Color: Veins Color
▼ GOLD
Gold Color: TODO
Gold Roughness: TODO
Gold Bump: TODO
▼ OTHERS
Seed: TODO
Bump: TODO
Bevel Radius: TODO
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.
More about stretched textures & mapping
User’s Gallery
Render by Sanctus
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