Adjust the overall size of the stones, including gaps.
Defines the random dispersion of stones. Different values result in completely different dispersions of stones.
Defines the width of the gaps between stones.
Defines the smoothness of the stone edge. The protruding edge will be rounded. If you apply this shader in the Bump or Displacement channel you should use larger values than the default value.
With this setting you can more-or-less distort or vortex the surface structure. The following parameter lets you adjust how fine or rough this effect is.
The larger the value the more spread out the effect will be; lower values will produce a more "busy" look.
Each stone will have a slightly different color from the gradient.
Gives the stones a light, rough surface structure.
Gives the stones a light, fine surface structure.
This gradient will be applied from the center of the gap to the edge of the gap.
Applies a light, fine noise color to the gaps. A value of 0 will disable this effect.
If enabled, a homogenous, continuous noise will be applied to the gaps. This lets you simulate irregularly plastered gaps.
Depending on the Smudgy Edges value, a layer of dirt will be applied from the center of the gap to the center of the stone. The gradient defines the color of the "dirt". Dark colors are better suited for use with this parameter.
Defines the degree to which the effect will fade out.
Defines the size of the effect from the center of the gaps in the direction of the center of the stone.