Technical Details

Render Engines Compatibility: Eevee, Cycles
Requires Displacement: No
Requires UVs: Yes
Processing/Complexity: 1/3
Can be baked: Yes (How to bake materials)

Parameters

▼ PAPER
Paper Color: Paper color
Paper Roughness: Paper roughness
Translucent: Paper translucency
Paper Particles: colored particles in paper
Particles Amount: amount of particles
Texture Scale: paper texture scale

▼ MARGIN
Color: Margin color
Stroke: Margin line thickness
Position: Margin line position

▼ STAINS
Tint: stains color
Factor: stains factor

▼ BURNT
Factor: Burn factor
Type: Burn type (direction/borders)
Angle: Burn direction angle

▼ LINES
Line Color: Lines color
Line Scale: Lines scale
Line Stroke: Lines thickness
Top Margin: Top margin distance
Bottom Margin: Bottom margin distance

▼ MAPPING
X Mapping: X axis mapping
Y Mapping: Y axis mapping

▼ HOLES
Holes Amount: Amount of perforations
Holes Scale: Scale of perforations
Holes Axis: Along which axis they are located
X Offset Holes: Offset holes position on X axis
Y Offset Holes: Offset holes position on Y axis

▼ OTHERS
Displacement (wrinkles): Adds wrinkles in displacement (requires enough geometry/vertices, a small amount will look better)
Bump: Bump multiplier
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

User’s Gallery

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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: https://discord.gg/BjzqNmv68H

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