Technical Details

Render Engines Compatibility: Cycles
Requires Displacement: Yes (working with Displacement)
Requires UVs: Yes
Processing/Complexity: 3/3
Can be baked: Yes (How to bake materials)


Saturation: Wood color saturation
Value: Wood color value
Color variation: Variates the color between tiles
Roughness: Wood roughness

Pattern: Patterns with different length of tiles (2,3,4 and 5)
Gap: Controls the gap between tiles
Tilt Intensity: Intensity of tilt for affected tiles
Tilted Tiles: How many tiles are tilted (0 none, 1 all of them)
Damaged Borders: Adds damage to the tiles borders
Wood Seed: A seed for the wood (Different results with the same parameters)

Knots: Knots center color
Knots Intensity: Makes the center of the knots darker
Knots Amount: The amount of knots
Knots Seed: A seed specific to the knots (Different results with the same parameters)

Displacement: Multiplier for the displacement (tiles shape)
Bump: Multiplier for the bump (small details in the wood)
Scale: overall material scale

Replace 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


Render by Sanctus


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:


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