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)


Size X: Brick Width
Size Y: Brick Length
Color1: Brick Color 1
Color2: Brick Color 2
Color Variation: Variates color per brick
Roughness: Bricks roughness
Offset: Offsets every other row by a fraction of the tile width
Random Offset: Offsets every other row a random amount
Tilt: Tilts the bricks
Mortar Height: Increases the cement height in between bricks

Broken Ratio: The amount of bricks broken
Broken Noise Factor: Adds noise to the broken parts
Broken Noise Scale: Scale of the noise used in broken parts
Broken Sharpness: How sharp is the border of the broken parts
Cracks: Brick cracks height (displacement)

Plaster Damage: Reveals the inner layers of the wall
Plaster Color 1: Plaster color 1
Plaster Color 2: Plaster color 2
Plaster Roughness Plaster roughness
Plaster Cracks: Adds cracks to the plaster
Cement Color: Cement color
Cement Roughness: Cement roughness

Mold Color: Mold Color
Grime: Adds grime
Dust: Adds dust
Dust Color: Dust color

Scale: overall material scale
Seed: Gives different results using the same parameters
Displacement: Multiplier for the displacement

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