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
Metal Color: TODO
Color Variation: TODO
Metal Roughness: TODO

EDGES
Distance: TODO
Intensity: TODO
Polished Edges: TODO
Edge Texture Scale: TODO
Bevel Radius: TODO

SCRATCHES
Scratches Amount: TODO
Scratches Scale: TODO
Scratches Seed: TODO
Scratches Bump: TODO

DIRT
AO Dirt Distance: TODO
AO Dirt Blend: TODO
AO Dirt Intensity: TODO
Only Local: TODO
Settling Dirt: TODO
Dirt Scale: TODO
Dirt Detail (Heavy): TODO
DirtColor: TODO
Dirt Bump: TODO

RUST
Rust Activation: TODO
Rust Progress: TODO
Rust Color1: TODO
Rust Color2: TODO
Rust Roughness: TODO
Rust Texture Scale: TODO
Rust Seed: TODO
Rust Detail (heavy): TODO
Rust Bump: TODO

DENTS
Dents Amount: TODO
Dents Scale: TODO
Dents Bump: TODO
Dents Seed: TODO
Dents Detail (Heavy): TODO

OTHERS
Overall Scale: TODO
Bump Multiplier: TODO
Replace Vector (Only visible in the Shader Editor): TODO
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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