|
|
|
|
|
|
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
▼ SURFACE
Base Color: Leather Color
Color Variation: Adds color variations in the fabric
Ambient Occlusion: Quilted Ambient Occlusion
Roughness: Leather Roughness
▼ TEXTURE
Cell Size: Leather texture scale
Cell Profile: Leather texture shape
Affect Color: Leather texture also affects the color
▼ QUILTED
Shape (1|2|3): Switch between 3 shape types (1, 2 or 3)
Axis ½: switch between 1 or 2 directions sewing stitches
Width: Quilted pattern width
Length: Quilted pattern length
Height: Quilted pattern height
Bump/Displacement: Switch between Displacement and Bump methods (displacement will require adaptive subdivision) More about working with displacement
Rotation: Rotate pattern
▼ THREAD
Color: Stitches Thread Color
Roughness: Stitches Thread Roughness
Metallic: Stitches Thread Metallic
Thread thickness: Stitches Thread Thickness
Separation: Stitches Thread Separation
Height: Stitches Thread Height
▼ OTHERS
Overall Scale: Overall Material Scale
Seed: Gives different results using the same parameters
Bump: Bump multiplier
Displacement: Displacement Multiplier
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.
More about stretched textures & mapping
User’s Gallery
——
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
Post your comment on this topic.