Technical Details
Render Engines Compatibility: Cycles
Requires Displacement: Yes (working with Displacement)
Requires UVs: Yes
Processing/Complexity: 3/3
Can be baked: Yes (How to bake materials)
Parameters
▼ STONES
Color1: TODO
Color2: TODO
Roughness: TODO
Color Variation: TODO
Ambient Occlussion: TODO
▼ STONES SHAPE
Size X: TODO
Size Y: TODO
Offset: TODO
Random Offset: TODO
Round Corners: TODO
▼ BEVEL
Mortar: TODO
Profile: TODO
Bevel: TODO
Scale: TODO
Detail: TODO
Intensity: TODO
▼ TILT
Ratio: TODO
Intensity: TODO
▼ BROKEN STONES
Ratio: TODO
Intensity: TODO
Shift: TODO
Noise Scale: TODO
Noise Detail: TODO
Noise Factor: TODO
Sharpness: TODO
▼ CRACKS
Cracks Scale: TODO
Noise Scale: TODO
Noise Factor: TODO
Stones with cracks: TODO
Thickness: TODO
Mask: TODO
Height: TODO
▼ DAMAGE
Height: TODO
Scale: TODO
Shape: TODO
Spread: TODO
▼ LEAKS
Fac: TODO
Ratio: TODO
Color: TODO
Roughness: TODO
▼ STAINS
Color: TODO
Roughness: TODO
Intensity: TODO
Color: TODO
Roughness: TODO
Intensity: TODO
▼ OTHERS
Scale: TODO
Seed: TODO
Displacement: TODO
Bump: TODO
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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