materials crystallo backlit stone shader layered layers name topcoat glossy type principled base color map maps crystallo albedo jpg base color 245 235 225 metallic 0 0 roughness 0 04 normal map maps crystallo normal jpg clearcoat 0 05 name transmission sss type translucent principled transmission transmission 0 90 subsurface 0 75 subsurface color 245 235 225 sss radius mm r 30 g 20 b 10 ior 1 5 thickness map maps crystallo thickness exr absorption map maps crystallo veins jpg absorption tint 210 150 80 mixing mix factor fresnel fresnel ior 1 5 emission edge use emission false emission map maps crystallo edge mask jpg emission color k 3000 emission intensity 0 15 notes prefer physical area lights under slab 2700 3200k rather than strong emission increase sss transmission samples bright polished golden brass hood shader principled metal maps roughness map maps hood roughness jpg normal map maps hood micro scratch normal jpg curvature map maps hood curvature jpg edge wear mask maps hood edge mask jpg parameters base color 230 182 90 metallic 1 0 roughness 0 12 specular tint 0 30 clearcoat 0 12 anisotropy 0 02 patina layer enabled true patina mask source curvature map patina opacity 0 08 patina color shift 10 5 20 patina blur 6 edge wear reduce patina on edges true edge mask maps hood edge mask jpg edge lower roughness delta 0 03 edge increase specular delta 0 05 lighting hint add a warm rim area light 3000 3500k aimed to accent highlights on hood key light 5600k light whitewashed distressed wood shader principled maps albedo map maps wood albedo jpg roughness map maps wood roughness jpg normal map maps wood normal jpg height map maps wood height exr ao map maps wood ao jpg parameters base color hint 233 227 221 metallic 0 0 roughness 0 52 clearcoat 0 02 height m displacement mm 0 8 uv scale 1 0 orientation vertical grain notes use ao to darken seams keep sheen subtle lighting recommendations key light type sun area temp k 5600 intensity hint medium accent leds type linear area temp k 3000 intensity hint low diffuse placement under slab cavities and waterfall edges global exposure slightly lower white balance hint 5600 tonemapping filmic render settings camera focal length mm 35 aperture f 4 0 eye level true slight wide angle true samples base 2048 sss transmission 4096 caustics enable if supported post contrast slight warm tint subtle implementation notes replace maps with your actual texture filenames for crystallo prefer physical diffused area lights under slab if using emissive edges keep emission intensity very low and broad falloff increase sss transmission samples to reduce noise and enable caustics volumetric if available for best results