Technical Details

Render Engines Compatibility: Cycles
Requires Displacement: Yes (working with Displacement)
Requires UVs: Yes
Processing/Complexity: 2/3
Can be baked: Yes (How to bake materials)

Parameters

▼ WOOD
Color 1: Wood color 1
Color 2: Wood color 2
Color Variation: Color variation per tile
Roughness: Roughness
Roughness Variation: Roughness variation per tile
Roughness Grime: Roughness grime

▼ TILES
Pattern: Tiles scale ratio
Rotation: Rotate tiles
Gap: Gap between tiles
Gap Height: How deep is the gap
Tilt Intensity: Tile tilt intensity
Tilted Tiles: Tiles tilt probability
Seed: Gives different results using the same parameters

▼ KNOTS
Knots : Knots color
Kots intensity: Knots intensity
Knots Amount: Knots amount
Knots Scale: Knots texture scale

▼ OTHERS
Displacement: Displacement multiplier
Bump: Bump multiplier
Scale: Overall Scale
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

User’s Gallery


Render by Sanctus


Render by Sanctus


Render by Sanctus

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Submit your render or video in the #submit-render channel of Sanctus Library discord: Link: https://discord.gg/BjzqNmv68H

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