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)
Parameters
▼BRICKS
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
▼BRICKS DAMAGE
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
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
▼DETAILS
Mold Color: Mold Color
Grime: Adds grime
Dust: Adds dust
Dust Color: Dust color
▼OTHERS
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
Gallery
Render by Sanctus
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