Timeline for How to create a seamlessly wrapping procedural brick material with a shader?
Current License: CC BY-SA 4.0
5 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Aug 29, 2021 at 14:07 | comment | added | DMGregory♦ | If you don't need full generality (say, something like a series of flat walls that just need the rows of brick to align along their vertical seams), you may be able to get away with a simpler approach using worldspace texturing, something like this. | |
Aug 29, 2021 at 14:04 | comment | added | DMGregory♦ | You've set yourself a difficult challenge here. Adjacent polygons don't know anything about one another inside the GPU pipeline, so they can't scheme together to line-up their brick edges. One way I've solved this in the past was to create a 3D texture containing a brick pattern (each brick was a contiguous span of pixels/voxels of the same colour) and sample that using the worldspace position of the shaded pixel. It requires some mathematical artistry to turn the in-between gradients into convincing looking grout lines though. | |
Aug 29, 2021 at 11:43 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
Putting focus on brick upfront
|
Aug 29, 2021 at 11:04 | history | edited | SePröbläm | CC BY-SA 4.0 |
added 446 characters in body
|
Aug 28, 2021 at 11:17 | history | asked | SePröbläm | CC BY-SA 4.0 |