This is an old revision of the document!
The density of the scratches, a higher density creates more scratches.
The width of each scratch, which is also randomised per scratch.
This allows for scaling the procedural up or down.
The strength of the scratches. This can be used to mask the scratches if the Strength is driven using the node input.
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.
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.
The Roughness value to send to the node output if no scratch is hit.
The Roughness value to send to the node output if the current shaded spot is on a scratch.
The Anisotropic value to send to the node output if no scratch is hit.
The Anisotropic value to send to the node output if the current shaded spot is on a scratch.
This adds an offset to the Rotation output which can be used to control the direction of the anisotropic shading.
The inputs correspond to the controls of the same name.
This outputs the Scratch Roughness if the current spot is on a scratch, otherwise the Base Roughness.
This outputs the Scratch Anisotropic value if the current spot is on a scratch, otherwise Base Anisotropic.
This is the direction of the Anisotropic value, based on the direction of the scratch as well as the Rotation Offset.
This outputs white if the spot is on a scratch, otherwise black. The Strength is also taken into account.