Technical Details

Render Engines Compatibility: Cycles
Requires Displacement: Yes (working with Displacement)
Requires UVs: Yes
Processing/Complexity: 2/3
Can be baked: Yes (How to bake materials)

Parameters

▼ WOOD
Color 1: Wood Color 1
Color 2: Wood Color 2
Color Variation: Color variation per tile
Roughness: Roughness
Roughness Variation: Roughness variation
Roughness Grime: Roughness Grime

▼ TILES
Rotation: Rotate material
Gap: Gap between tiles
Gap Height: Gap height
Tilt Intensity: Maximum tilt factor for tilted files
Tilted Tiles: Ratio of tilted tiles
Seed: Gives different results using the same parameters

▼ KNOTS
Knots : Knots Color
Kots intensity: Knots intensity
Knots Amount: Amount of knots
Knots Scale: Knots scale

▼ OTHERS
Coat Weight: Coat Weight
Coat Roughness: Coat Roughness
Displacement: Displacement
Bump: Bump Multiplier
Scale: Overall Scale
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

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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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