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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