Technical Details
Render Engines Compatibility: Cycles/eevee
Requires Displacement: No
Requires UVs: Yes
Processing/Complexity: 1/3
Can be baked: Yes (Parallax effect can’t be baked)
How to bake materials
Parameters
▼PANEL
Panel Width: Width of each panel (If the Scale of the material is set to 1 and the width of the panel is 0.5 it will fit 2 times)
Panel Height: Height of each panel (If the Scale of the material is set to 1 and the width of the panel is 0.5 it will fit 2 times)
Metal Color: The color for the metal parts of the panel
Metal Roughness: The roughness for the metal parts of the panel
Ambient Occlusion: Procedural Ambient Occlusion control (This is fake ambient occlusion, created procedurally and not related to the ambient occlusion node)
▼PANEL DETAILS
Panel Type
Border Width
Hex Grid Scale (Panel 0):
Cross Width (Panel 1):
Open Vents (Panel 1):
Screw Size:
Remove Panels:
Dirt:
▼GLASS
Activate:
Color:
Roughness:
Transparency:
▼FANS
Blades:
Color:
Roughness:
Lights Color:
Emission Strength:
Animate:
Speed:
Sync:
▼OTHERS
Scale:
Seed:
Bump:
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
Gallery
Render by Sanctus
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