Documentation.

This online documentation only covers the wooden parquet shaders introduced in v3. For all other shaders, you can find the documentation in a pdf file bundled with the purchase. This is temporary and all documentation will get updated and uploaded to this page eventually.

Installation & Usage | Demo v3

Parquet_Pattern shaders

This includes Parquet_Basketweave, Parquet_Chantilly, Parquet_Checkerboard, Parquet_Herringbone, Parquet_Hexagon and the Parquet_Plank shaders.

Let's start with the parameters that are common in all parquet shaders.


Scale: The overall scale for the shader, higher values make the pattern denser.

Gap: The space between wooden planks.

Edge Normals: This isolates and enhances the edges of the planks in the normal map.

Plank Curvature: Also called cupping, this introduces random bending to each plank.

Edge Bevel: This fakes a smoother falloff at the planks' edges, giving it a bevelled look.

Random seed: This generates a new random variation for every element that makes up the shader.

Angle: Handy setting to rotate the entire pattern along the Z-axis without touching the actual geometry.

Round Corners: Adds a circular shape to the plank corners, use a slight amount to add realism.

Wood Texture Scale: Independent scaling factor for the procedural wood texture.

Knots Strength: This increases the tendency of the wood rings to get sucked towards the knots.

Texture Detail: Adds microdetails the wood grain.

Texture Roughness: Higher values gives the rings a saw-like shape

Bands_Stretch: How much the wood bands will get stretched in one direction.

Bands_Anisotrophy: Blends the wood texture into a homogenous uniform structure.

Bands_Scale: Independent scaling factor for the wood bands only.

Bands_Detail: Adds microdetails to the wood bands.

Bands_Detail: Adds microdetails to the wood bands.

Bands_Roughness: Adds saw-like edges to the wood bands.

Bands_Color: Adds a tint to the isolated wood bands.

Bands_Strength: Mix factor for how much the bands show through.

Bands_Compression: The density of the wood bands, high values give more bands packed tightly.

Grain_Scale: Independent scaling factor for the wood grains.

Grain_Detail: Adds microdetails to the wood grains.

Grain_Roughness: Makes the grain more diffused and homogenous.

Grain_Color: Adds a tint to the wood grains.

Grain_Strength: Mix factor for the wood grains layer.

Roughness: PBR shader property roughness.

Specularity: PBR shader property specularity.

Specular Anisotrophy: Makes the reflections directional.

Texture Bump: Independent factor to isolate the wood texture microbumps.

Normal Intensity: PBR normal map strength factor.

Gap Color: The color that fills the gaps between planks.

Varnish Strength: PBR coat weight factor, used to mimic varnish on wooden floors.

Varnish Roughness: How reflective the varnish layer needs to be, lower values give glossier finish.

Varnish IOR: PBR coat IOR factor, set to average wooden floor value by default.


Now let's explore the parameters which are unique to some shaders.

Parquet_Plank

Board Breadth: Width of each wooden board.

Board Length: Length of each wooden board.

Offset: How much offset between each row of planks, if any.

Random Offset: Use this to randomly move each row of planks.

Parquet_Basketweave

Width: Factor for width of the boards that make up the basketweave pattern.

Parquet_Chantilly

Versailles Switch: Turn on this option to switch the chantilly tiling to versailles.

Parquet Scale: Independent scaling factor for the inner basketweave pattern.

Outer width: Outer border width.

Inner width: Inner border width.

Parquet width: Border width for the inner basketweave pattern.

Parquet_Checkerboard

Checkers Mask: Mix factor for the checkerboard style mask applied on top of the pattern.

Parquet_Herringbone

Length: Length to width ratio for each plank.

Subdivision: Use this to achieve the double herringbone pattern or more.

Chevron Switch: Switch to chevron pattern because it closely resembles herringbone, mathematically.


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