Starfleet

  • Cycles: Recommended

  • EEVEE: Compatible

A repeating Aztec texture with varied controls for the alternating parts of the pattern an optional grid overlay.

Starfleet Material Starfleet Material

Starfleet Inputs

  • Vector: The UV Mapping Vector Input. A UV Map is recommended.

  • Aztec Scale: X/Y/Z scale for the Aztec pattern.

  • Aztec Seed: Numeric seed value that controls the randomness of the aztec pattern.

  • Aztec Color 1: The first color variation for the aztec pattern.

  • Aztec Color 2: The second color variation for the aztec pattern.

  • Aztec Width: The relative width of the aztec pattern rectangles.

  • Aztec Height: The relative height of the aztec pattern rectangles.

  • Aztec Blur: The amount of noise blur to apply to the pattern (recommended in Cycles).

  • Aztec Blur Size: The size of the noise pattern used to blur the texture.

  • Roughness 1: Roughness level for the one half of the aztec pattern.

  • Roughness 2: Roughness level for the remaining half of the aztec pattern.

  • Specular 1: Specular level for the one half of the aztec pattern.

  • Specular 2: Specular level for the remaining half of the aztec pattern.

  • Metallic 1: Metallic level for the one half of the aztec pattern.

  • Metallic 2: Metallic level for the remaining half of the aztec pattern.

  • Grid Scale: The X/Y/Z size of the grid overlayed onto the Aztec pattern.

  • Grid thickness: The thickness of the grid pattern (zero for off).

  • Grid Wear Amount: The amount of wear applied to the grid seams.

  • Grid Wear Scale: The size of the noise effect applied to the Grid.

  • Panel Wear Amount: The amount of wear seen on the panels.

  • Wear Distortion: The distortion of the noise used for the wear pattern.

  • Windows Y/N: Whether to create a window map for this part of the texture. See Starfleet Windows.

  • Windows Seed: Number to control the randomness of the window pattern.

  • Window Density: Amount of windows to apply in the pattern.

  • Windows OnOff Amount: Controls the ratio of “On” Windows to “Off” Windows.

  • Window Width: Relative Width of the windows.

  • Window Height: Relative Height of the windows.

  • Window Gap Size: The size of the gaps between the windows.

  • Window Round Corners: The roundness of the window corners.

  • Window Mask Grid Border: Thickness of the grid mask that will stop windows from showing.

  • Window Randomness: How random the window pattern is. Lower values will make the pattern more uniform.

  • Window Location: Adjust the location of the windows relative to the rest of the pattern.

Starfleet Outputs

  • Shader: The overall material shader output.

  • Albedo: The diffuse color channel.

  • Metallic: The metallic map.

  • Roughness: The roughness map.

  • Height: The height map used for control of mixing in the Emission shader.

  • Normal: The normal map used for the bump map.

  • window Mask: Mask for the window pattern.

  • Windows On Mask: Mask for the windows that are switched on.

  • Windows Off Mask: Mask for the windows that are switched off.