Technical Details

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


The material it’s ment for close ups or single objects, it may be too detailed for distant objects or large landscapes.


Color: Surface Color
Subsurface: Subsurface Scattering
Roughness: Roughness
Shadow: Decreasing this value will render shadows transparent

Dirt Particles: 0 no dirt particles / 1 dirt particles
Dirt Particles Scale: Scale of the dirt particles

Surface Noise Size: Controls the size of the bigger noise affecting the surface
Surface Noise Height: Controls the displacement of the bigger noise
Micro Displacement Size: Controls the size of the small noise that adds detail to the surface (requires adaptive subdivision)
Micro Displacement Height: Controls the displacement of the small noise detail

Scale: Overall material scale
Seed: Gives different results using the same parameters
Displacement: Overall displacement multiplier
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


Render by Sanctus


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:


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