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3D Printed

3d_printed_01.jpg3d_printed_02.jpg3d_printed_03.jpg3d_printed_04.jpg

Technical Details

Render Engines Compatibility: Cycles & Eevee
Requires Displacement: No
Requires UVs: No
Processing/Complexity: Low
Can be baked: Yes (How to bake materials)

Parameters

▼ SURFACE

Base Color: Material Color
Roughness: Material Roughness
Color variation: Color variation

▼ TEXTURE

Top texture bump: Top texture bump
Side texture bump: Side texture bump
Layers Separation: Layer separation in Millimeters
Top layer tolerance: The angle where a face is considered TOP layer insted of side

▼ SUBSURFACE SCATTERING

Subsurface Weight: Blend between diffuse surface and subsurface scattering. Typically should be zero or one (either fully diffuse or subsurface)
Subsurface Radius: Scattering radius per color channel (RGB), multiplied with Scale
Subsurface Scale: Scale factor of the subsurface scattering radius

▼ OTHER

Bevel Radius: The radius of the bevel that affects the normals to get more rounded edges (0 to deactivate) (Cycles Only)
Bump Multiplier: bump multiplier
Seed: Gives different results using the same parameters
Vector: 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.
Adjusting mapping and stretched textures


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