The Brick Procedural generates an infinite brick pattern with custom control over the random distribution of the bricks, their offset and their texture, that can be used as a color texture or in grey scale as a bump, displacement, weight map or mask texture.
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For each individual brick, the procedural picks a fraction of the given texture and can even apply a random rotation to the texture (in increments of 90 degrees) so it avoids getting unnatural regular patterns and texture repetitions.
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Examples of the Brick procedural in use, applied both as color texture, bump texture and as a displacement map to reproduce bricks (left), concrete tiles (middle) and pool tiles (right) |
Brick Procedural parameters
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- Round Corners: This option smooths the brick corners by applying bilinear interpolation on the edges sampling. See example below.
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- Transition Sharpness U and V: Blurs the brick-mortar transition in U and V directions. A value of 1 produce a perfectly sharp transition while a value of 0 produces a completely blurred transition. This blur is vectorial, so it is independent from the resolution.
- Boundary Noise Detail: Amount of noise generated in the brick-mortar transition. This noise is vectorial, so it is independent from the resolution.
- Boundary Noise Region U and V: Thickness of the noise applied to the brick-mortar transition in U and V direction, in percentage of the brick's horizontal/vertical dimension. A value of 1 expands the noise region all the brick dimension long.
- Seed: Initial value used for the generation of random numbers computed by the brick procedural.
- Random Rotation: To avoid getting texture repetitions, this checkbox allows you to automatically apply a random rotation (in increments of 90 degrees) to the brick texture before applying it.
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The Brick procedural parameters panel |
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Round Corners option disabled (left) and enabled (right). When enabled, Maxwell applies a bilinear interpolation to the brick edges to smooth the corners |