Technical Details
Render Engines Compatibility: Cycles
Requires Displacement: No
Requires UVs: No
Processing/Complexity: 1/3
Can be baked: Yes
How to bake materials


Color: Color
Metallic: Blends between a non-metallic and metallic material
Color Aging: Adds a weathering look to the material color
Roughness: Controls the roughness of the material
Surface Texture: Adds bump texture to the surface

▼EDGE SURFACE (Controls the appearance of material in the edges)
Edges Color: Color
Edges Radius: Edge distance
Edges Factor: Edge mask intensity

▼AO SURFACE (Controls the appearance of the material in occluded regions using Ambient Occlusion node)
AO Mask Color: Color
AO Mask Metallic: Blends between a non-metallic and metallic material
AO Mask Local: The occlusion used to mask this regions is affected by other objects geometry (0 yes, 1 no)
AO Mask Roughness: Roughness
AO Mask Factor: AO Mask intensity

▼SETTLING SURFACE (Controls the appearance of the materials in the surfaces looking up using a normal mask)
NMask Color: Color
NMask Blend: Controls the transition hardness for this region
NMask Metallic: Blends between a non-metallic and metallic material
NMask Roughness: Roughness
NMask Factor: Mask Intensity

Scale: Material Scale
Bump: Multiplier for the bump
Seed: Gives different results using the same parameters

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

Users Gallery

Render by Riley


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