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Diamond Corner Tiles

diamond_corner_tiles_01.jpgdiamond_corner_tiles_02.jpgdiamond_corner_tiles_03.jpgdiamond_corner_tiles_04.jpg

Technical Details

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

Parameters

▼ TILES

Tile Size Y: Tile height (relative to the material scale).
Tile Size X: Tile width (relative to the material scale).
Diamond Scale: The scale of the diamond on each corner of the main tiles
Pattern Angle: Rotates the pattern
Hight: Multiplier for the bump
Bump/Displacement: Amount of mixing between the A and B inputs

▼ TILES SURFACE

Color1: The main color for the tiles.
Color2: The secondary color for the tiles
Color Variation: Makes each tile a bit different in color
Roughness: Tiles roughness

▼ MORTAR

Mortar: Mortar thickness
Mortar Color: Mortar color

▼ DETAILS

Dirt Color: Dirt Color
Dirt Factor: Increases the amount/intensity of dirt
Rustic: Adds details to make the tile look more rustic (small defects, bumps, roughness variations)
Damage Size: at 0 there will be no damage, increasing this value will gradually add larger damage to the tiles

▼ OTHERS

Scale: overall material scale
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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