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)


Color: Main Color
Color variation: Makes each tile a bit different in color
Size X: Tile width (relative to the material scale)
Size Y: Tile height (relative to the material scale)
Offset: Offsets every other row by a fraction of the tile width
Roughness: Tiles Roughness
Corners: Makes tiles corners round
Profile: Controls tiles profile
Tilted Tiles: Tilted tiles ratio (how many tiles are tilted)
Tilt Strength: How strong is the tilt on the affected tiles

Mortar: Mortar thickness
Color: Mortar color
Roughness: Mortar Roughness

Color: Dirt Color
Distance: Dirt distance
Strength: Increases the intensity of dirt

Moisture: Adds moisture to the mortar
Big Stains: Big stains intensity
Big Stains Color 1: Big Stains Color 1
Big Stains Color 2: Big Stains Color 2
Big Stains Seed: A specific seed for the big stains
Big Stains Roughness: Big Stains Roughness
Small Stains: Small stains intensity
Small Stains Seed: A specific seed for the small stains
Small Stains Roughness: Small Stains Roughness
Roughness Variation / Tile: Variates the roughness per tile
Roughness Grunge: Adds grunge to the roughness

Scale: overall material scale
Displacement: Multiplier for the displacement
Seed: Gives different results using the same parameters

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


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Submit your render or video in the #submit-render channel of Sanctus Library discord: Link:


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