Sanctus Library Materials

Sanctus Library materials already have an exposed vector input that you can use to replace the coordinates. Remember that in the case of materials using or designed to use UV Maps (identified in Sanctus Library with a UV icon) “Sanctus Procedural Mapping” won’t work correctly, but in that case it is not necessary since UV coordinates already stick to the object surface. There might be some special cases where a node inside the group node was left unconnected to the exposed vector input, but this is something that will be improved and taken care of in the next update of Sanctus Library addon to make it even easier to use the materials with this custom node.


Other materials

Every node that is using Object or Generated coordinates has to be replaced with Sanctus Procedural Mapping node. Usually they use the same connection, in that case it will be simple:

If the material is a bit more complex or not organized you will have to manually find the nodes using those coordinates and replace them with the new node.


New Materials

You can start your new materials using this custom node instead of Object and Generated coordinates.
The resulting materials will work in Blender even if the addon is not installed.


Centralized mapping controls

To adjust the scale of the material you can use the custom node parameters. This way you can change the scale in just one node and you won’t have to adjust the scale on each node using Sanctus Procedural Mapping. The same goes if you need to adjust Location or Rotation.

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