Bricking
material
This is a brick patterned material. The displacement drives the color.
See also: Bricker, Spline, Color Mix, Anti-Aliased Noise 2 more , High-Low Noise, Materials
This is a brick patterned material which uses the displacement value to drive the color. This material can be used for a variety of building materials, like concrete blocks, simply by changing the size, shape and color of the "bricks".
Parameters
Surface
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Ambient Intensity |
A multiplier for the ambient contribution to the material. The ambient lighting model only looks at the ambient lights in the scene. If there are no ambient lights, this slider will have no affect. |
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Lambert Intensity |
A multiplier for the diffuse contribution to the material. |
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Tint with Point Color |
If this box is checked and the point color, ( |
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Opacity |
The opacity color for this material. |
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Use Point Alpha |
If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected. |
Colors
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Grout Color |
The color in between the "bricks". Defaults to a grayish beige. |
For additional information on ramps see the Ramp Parameters help.
Mottling
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Mottle Color |
This color is mixed with the brick color to give a non-uniform, mottled appearance to the brick. Defaults to a light beige. |
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Mottle Frequency |
The scale of the noise pattern. Larger values give smaller, but not more detailed, patterns. Smaller values will benefit from higher Octaves values. |
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Mottle Offset |
This vector re-positions the noise on the object in x, y and z. |
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Mottle Octaves |
This value controls the amount of detail in the noise. This is the number of times the noise function is called and added to the previous value. The higher the Frequency, the less detail is needed. |
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Noise Space |
This is the space the mottling noise is calculated in. Texture or Object are recommended to keep the noise pattern from "swimming" across the object’s surface. |
Displacement
Grout
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Grout Depth |
The depth of the grout or mortar. |
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Grout Width |
The width of the grout or mortar. |
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Grain Frequency |
The scale of the grain in the grout. Larger values give a finer grain. See aanoise for more information on grain distribution. |
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Grain Height |
The height the grain rises above the surface of the grout. |
Bricks
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Bricks Across |
This is number of blocks across, in the s direction. |
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Bricks Down |
This is number of blocks up and down, in the t direction. |
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Bricks Stagger |
This is amount of the block offset. A zero in both stagger and jitter will give blocks lined up in both directions. |
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Bricks Jitter |
This keeps the blocks from being too "perfect". It adds a little jitter to the layout. |
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Dent Frequency |
The scale of the dents. Larger values give more, but smaller, dents. |
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Dent Size |
The size of the dents. This also affects the depth. |
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Dent Depth |
This controls the how deep the dents are. |
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Dent Scale |
This space in between the dents. This also affects the depth. |
Properties
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Displacement Bounds |
Usually tying this value to the displacement Overall Scale should work well. However making the displacement bounds as small as possible, without causing "rips" in the render, can lower render times. See render properties for more information. |
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Displacement Space |
The space in which you specify displacement bounds. The default, "Bounds specified in object space" is the recommended value.
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True Displacements |
When running displacement shaders, whether the VEX variable P is actually moved (true displacement) or whether bump mapping will be performed. |