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Vintage Star Tiles

vintage_star_tiles_01.jpgvintage_star_tiles_02.jpgvintage_star_tiles_03.jpgvintage_star_tiles_04.jpgvintage_star_tiles_a_01.jpgvintage_star_tiles_a_02.jpgvintage_star_tiles_a_03.jpgvintage_star_tiles_a_04.jpgvintage_star_tiles_b_01.jpgvintage_star_tiles_b_02.jpgvintage_star_tiles_b_03.jpgvintage_star_tiles_b_04.jpgvintage_star_tiles_c_01.jpgvintage_star_tiles_c_02.jpgvintage_star_tiles_c_03.jpgvintage_star_tiles_c_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

Overall Scale: Overall Scale
Bump/Displacement: Switch Between Bump and Displacement methods
Seed: Gives different results using the same parameters

▼ TILES

Size: Tile Size (a 0.2 by 0.2 tile will fit 5 times on each direction on an overall scale of 1)
Offset row: Offset every other row position
Roughness: Tiles surface roughness
Height: Tiles height (increase bump or displacement depending on the method you are using)
Angle: Tiles placement angle

▼ PATTERN

Pattern Scale: Pattern Scale
Color 1: Color 1
Color 2: Color 2
Color 3: Color 3
Color Variation: Add variation of color between tiles

▼ MORTAR

Adjust Coords: When active the separation between tiles will offset the tile pattern/texture instead of covering it. Here is an exaggerated example:
Thickness: Documentation in progress...
Color: Documentation in progress...
Roughness: Tiles surface roughness
replace_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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