why are these procedural bricks wierd?


#1

I’m posting some screen grabs so you can see what I mean by “wierd.”

this object has a nodes-based bricks procedural on it. the issue is that from face to face, the bricks don’t appear the same; some faces have the bricks skewed, some stretched out to infinity, etc.

I have fiddled with the map input methods and the little XYZ buttons, but the best that I can get is “less wierd” with some combos over others.

Can anyone tell me why the bricks are behaving this way? Do I have to break all these faces up into separate objects, and give each one its own unique instance of a bricks procedural?

thanks for helping…I’ve been wrestling with this one for a while.

n


#2

the way you modelled made the coordinated screwed up, so i would suggeats using world coordinates instead of local/orco


#3

well, I am using Global, if that’s what you mean…IS that what you mean?

n


#4

Maybe throw up a screenshot of the node mapping you have set up for it?


#5

When you apply a material or a texture, you can choose what coordinate-system to use.

You probably want to UV-map this thing, then express the texture (Geometry node…) using UV coordinates.

After all … the ‘other’ way to do bricks is with an image taken from a stock photograph, and in that case quite-obviously you’d be doing UV-mapping. Well… even though these bricks are being generated by a computer algorithm, they still amount to “an image,” that is, “UV space.”


#6

certainly. here it is below both the nodes and the “map input” pane.
NOTE: the XYZ buttons don’t appear as in the default blend file because fiddling with them was the only way I could get the bricks to sort of behave themselves on the greatest number of faces…even though they still aren’t right.

n


#7

Okay, here’s the problem: you’re mapping the texture using global coordinates. So, the texture’s appearance is going to literally depend on “where it is in space.”

Instead, make a UV-map of the object, and use UV coordinates as the coordinate input to the texture.


#8

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