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.