- Wed May 24, 2017 12:31 am
#394424
Hi,
The Brick procedural could be much more intuitive to set up and to use. http://support.nextlimit.com/display/mxdocsv3/Brick
Let me demonstrate with an example from archviz in which this material is supposed to be used most often.
If I would like to cover a wall, lets say 44 meters in length, with House Bricks preset without repeating texture.
With real scale 1x1 m the result is following which defies the logic of procedural as it's repeating after every 1 meter.

So okey, we have to change the UV mapping scale to 44x44 m. Now the first problem is that Brick Length and Width use percentage of the texture UV mapping tile size (while the Mortar uses meters). So let's say the brick is 250x85 mm in size and mortar is 10mm. So the Width should be 0,25/44=0,00568181818181818181818181818182 and height 0,085/44=0,00193181818181818181818181818182. Now if one would like to make it match with modeled bricks, then it wouldn't fit, because the precision of width or height is only 4 decimal points. And also the mortar thickness had to be set to 0,0001 not 0,01 (m?).
Why not just make the brick width and height in meters not in percentage of the UV tile and always just use real scale for the UV mapping? Or is Maxwell converting the set UV map tile as one texture image and then repeats it? So infinite procedural is not possible?
Another different suggestions would be the possibility to also make mortar thickness negative so with low sharpness it would be possible to blend textures together (to hide tiling) without the mortar being visible (even if it is set to 0) and the different brick textures would just overlap. The problem with mortar is its color which will override the mortar texture even if it would be the same as the bricks.
The Brick procedural could be much more intuitive to set up and to use. http://support.nextlimit.com/display/mxdocsv3/Brick
Let me demonstrate with an example from archviz in which this material is supposed to be used most often.
If I would like to cover a wall, lets say 44 meters in length, with House Bricks preset without repeating texture.
With real scale 1x1 m the result is following which defies the logic of procedural as it's repeating after every 1 meter.

So okey, we have to change the UV mapping scale to 44x44 m. Now the first problem is that Brick Length and Width use percentage of the texture UV mapping tile size (while the Mortar uses meters). So let's say the brick is 250x85 mm in size and mortar is 10mm. So the Width should be 0,25/44=0,00568181818181818181818181818182 and height 0,085/44=0,00193181818181818181818181818182. Now if one would like to make it match with modeled bricks, then it wouldn't fit, because the precision of width or height is only 4 decimal points. And also the mortar thickness had to be set to 0,0001 not 0,01 (m?).
Why not just make the brick width and height in meters not in percentage of the UV tile and always just use real scale for the UV mapping? Or is Maxwell converting the set UV map tile as one texture image and then repeats it? So infinite procedural is not possible?
Another different suggestions would be the possibility to also make mortar thickness negative so with low sharpness it would be possible to blend textures together (to hide tiling) without the mortar being visible (even if it is set to 0) and the different brick textures would just overlap. The problem with mortar is its color which will override the mortar texture even if it would be the same as the bricks.