Starfleet
Cycles: Recommended
EEVEE: Compatible
A repeating Aztec texture with varied controls for the alternating parts of the pattern an optional grid overlay.


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.