Desert Tiles Floor
Technical Details
Render Engines Compatibility: Cycles Only
Requires Displacement: Yes
Requires UVs: Yes
Processing/Complexity: High
Can be baked: Yes (How to bake materials)
Parameters
▼ TILES
Color1: The main color for the tiles.
Color2: The secondary color for the tiles
Color Variation: Variates color per tile
Roughness: Ground roughness
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
Random Offset: Offsets every other row a random amount
Height: Tiles height (displacement)
Mortar: Mortar thickness
Profile: Controls tiles profile
Bevel: Controls tiles bevel
Bevel Noise Scale: Controls the scale of the noise in the borders of the tiles
Round Corners: Makes the tile corners round.
Rotation: Rotates the tiles pattern.
▼ GROUND
Ground Color: Color of the ground between tiles
Roughness: Ground roughness
Pebbles: Adds pebbles in the ground
Pebbles Color: The color of the pebbles in the ground.
▼ DAMAGE
Dents: Adds Dents
Dents Scale: Dents scale
Dents Height: Controls the visual depth or prominence of the dents on the tiles.
Dents Amount: Amount of dents
Cracks: Adds cracks
Cracks Height: Cracks height (displacement)
Slices: Slices out par of some tiles
Slice Sharpness: Controls the sharpness or crispness of the sliced-out tile edges.
▼ OTHERS
Scale: overall material scale
Seed: Gives different results using the same parameters
Displacement: Multiplier for the displacement
Bump: Multiplier for the bump.
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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Render by Sanctus

Render by Sanctus
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