Technical Details

Render Engines Compatibility: Cycles
Requires Displacement: No
Requires UVs: No
Processing/Complexity: 1/3
Can be baked: No


Color: Foam Color
Roughness: Foam Roughness
Subsurface Color: Subsurface Color
Subsurface Scale: Subsurface Scale (needs to be adjusted accordingly to the object size)
Surface Glitter: Adds glitter to the surface
Subsurface Anisotropy: Subsurface Anisotropy
Specular Tint: Uses the Foam Color on the specular tint
Bevel Radius: The radius of the bevel that affects the normals to get more rounded edges (0 to deactivate) (Cycles Only)
Scale: Texture 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

User’s Gallery

Render by Sanctus

Render by Sanctus


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Submit your render or video in the #submit-render channel of Sanctus Library discord: Link:


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