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

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.

Lambert Intensity

A multiplier for the diffuse contribution to the material.

Tint with Point Color

If this box is checked and the point color, (Cd), is defined, then Cd is multiplied with the Base Color. Defaults to on.

Opacity

The opacity color for this material.

Use Point Alpha

If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected.

Colors

Grout Color

The color in between the "bricks". Defaults to a grayish beige.

For additional information on ramps see the Ramp Parameters help.

Mottling

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.

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.

Mottle Offset

This vector re-positions the noise on the object in x, y and z.

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.

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

Grout Depth

The depth of the grout or mortar.

Grout Width

The width of the grout or mortar.

Grain Frequency

The scale of the grain in the grout. Larger values give a finer grain. See aanoise for more information on grain distribution.

Grain Height

The height the grain rises above the surface of the grout.

Bricks

Bricks Across

This is number of blocks across, in the s direction.

Bricks Down

This is number of blocks up and down, in the t direction.

Bricks Stagger

This is amount of the block offset. A zero in both stagger and jitter will give blocks lined up in both directions.

Bricks Jitter

This keeps the blocks from being too "perfect". It adds a little jitter to the layout.

Dent Frequency

The scale of the dents. Larger values give more, but smaller, dents.

Dent Size

The size of the dents. This also affects the depth.

Dent Depth

This controls the how deep the dents are.

Dent Scale

This space in between the dents. This also affects the depth.

Properties

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.

Displacement Space

The space in which you specify displacement bounds. The default, "Bounds specified in object space" is the recommended value.

  • object Displacements occur in object space.

  • camera Displacements occur in camera space.

  • world Displacements currently an alias for camera.

True Displacements

When running displacement shaders, whether the VEX variable P is actually moved (true displacement) or whether bump mapping will be performed.