Procedural Tiles Shader with Displacement
- You can now add image textures on to the tiles (with or without alpha)
- Added Mapping node for the Image Texture and the Tiles
- Added a node to switch between the simple and advanced node groups
- New features: moisture, stains, simple version (A simple node with age and dirt levels that will change all the settings for you for fast results)
I really love the result I get with this shader, I find it really fun to play with the options and get very different results. You have control over the damage and how clean the tiles are, so you can create a wall for a modern bathroom or a post-apocalyptic facility wall, that's up to you.
I will keep adding more settings in future versions. Nex will be moisture in the joints/mortar and also the option to change the color of the mortar and the plaster independently.
Remember that this shader uses real displacement.
To use it follow this steps:
On render Properties:
Activate Cycles Esperimental Feature Set
Set the Subdivision Dicing in Viewport to 1.0 pixels
Add a subdivision surface modifier with ADAPTIVE subdivision and Dicing Scale of 1 (you can even go to 0.75 or 0.5 for more fine detail) to the object with the material.
The shader uses UV coordinates
|Dev Fund Contributor|
|Published||4 months ago|
|Software Version||2.9, 2.91, 2.92, 2.93|
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