Technical Details
Render Engines Compatibility: Cycles
Requires Displacement: No
Requires UVs: No
Processing/Complexity: 2/3
Can be baked: Yes (How to bake materials)
Parameters
▼ METAL-
Color: Metal Color
Roughness: Metal Roughness
Detail Scale: Texture Detail Scale
▼ METAL VARIATION
Roughness Variation: Adds roughness variation
Hue: Hue variation
Saturation: Saturation variation
Value: Value variation
▼ OTHER
Seed: Gives different results using the same parameters
Bump: Metal Bump multiplier
▼ RUST MASK
Distance: Mask distance
Blend: Mask hardness
Only Local: The mask is based in ambient occlusion, this changes if it reacts to other close objects (like the floor) or not.
Strength: Mask strength
▼ MASK NOISE
Scale: Mask noise scale
Detail: Mask noise detail
Roughness: Mask noise roughness
Distortion: Mask noise distortion
Factor: how much the noise effect affects the mask
▼ RUST TEXTURE
Scale: Rust texture noise scale
Detail: Rust texture noise detail
Bump: Rust bump multiplier
Seed: Gives different results using the same parameters
▼ RUST
Color1: Rust color 1
Color2: Rust color 2
Roughness: Rust Roughness
▼ OTHER
Overall Scale: Overall Scale 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.
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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