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Table of Contents
Scratch (in progress)
Controls
Density
The density of the scratches, a higher density creates more scratches.
Width
The width of each scratch, which is also randomised per scratch.
Scale
This allows for scaling the procedural up or down.
Strength
The strength of the scratches. This can be used to mask the scratches if the Strength is driven using the node input.
Seed
The seed for the noise used to position and rotate the scratches. A different seed creates a different distribution of scratches even if all the other parameters are identical.
Divisions
Internally, this value is used to determine the “search range” for scratches around the currently shaded spot. Larger values will result in longer rendering times. Decreasing this value will product less scratches (which can be countered by increasing the density). Useful values are between 5 and 50.
The Roughness and Anisotropic values can be used to drive any parameter. The naming used is for convenience as they should be connected to the inputs of the same names in the Principled BSDF node for a scratch effect.
Base Roughness
The Roughness value to send to the node output if no scratch is hit.
Scratch Roughness
The Roughness value to send to the node output if the current shaded spot is on a scratch.
Base Anisotropic
The Anisotropic value to send to the node output if no scratch is hit.
Scratch Anisotropic
The Anisotropic value to send to the node output if the current shaded spot is on a scratch.
Rotation Offset
Connections
Inputs
The inputs correspond to the controls of the same name.