Technical Details
Render Engines Compatibility: Cycles
Requires Displacement: No
Requires UVs: No
Processing/Complexity: 1/3
Can be baked: Yes
How to bake materials
Parameters
▼BASIC
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
▼OTHERS
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
Gallery
Render by Sanctus
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