Technical Details
Render Engines Compatibility: Cycles
Requires Displacement: Yes (working with Displacement)
Requires UVs: Yes
Processing/Complexity: 2/3
Can be baked: Yes (How to bake materials)
Parameters
▼ PATTERN
Scale: Pattern Scale
Tiles per inlay: Amount of tiles per frame
seed: Gives different results using the same parameters
▼ TILES SHAPE
Mortar: Mortar width
Round Corners: Tiles roundness
Bevel: Tiles Bevel
Profile: Tiles Profile
Smooth: Smooth borders
Height: Tiles height (displacement)
Damage: Tiles damage
▼ TILES COLOR
Roughness: Tiles roughness
Hue: Color Hue
Saturation: Color Saturation
Value: Color Value
▼ FRAME
Frame Width: Frame width
Color 1: Wood color 1
Color 2: Wood color 2
Color Variation: Color variation per board
Roughness: Wood roughness
Knots Aspect Ratio: Knots aspect ratio
Knots Scale: Knots Scale
Knots Amount: Amount of knots
Knots Intensity: Knots visibility
Bump: Wood bump multiplier
▼ OTHER
Overall Displacement: Overall Displacement multiplier
Overall Bump: Overall Bump multiplier
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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