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Help make a brick pattern

New Here ,
Apr 19, 2022 Apr 19, 2022

Hello. I just started learning Substance Designer, and I just can't figure out how to make a brick pattern like this? Please tell me what and how to do?Brick.jpg

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correct answers 1 Correct answer

Community Expert , Apr 19, 2022 Apr 19, 2022

Something like this?

It uses two patterns inputs to the Tile Sampler node. Then a mask in the Pattern Distribution Map input of the same node to switch between them.

The edge damage is a noise and slope blur node.

2022-04-20_00-44-51.jpg

 

 

I hope that gets you started.

 

Dave

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Community Expert ,
Apr 19, 2022 Apr 19, 2022

Something like this?

It uses two patterns inputs to the Tile Sampler node. Then a mask in the Pattern Distribution Map input of the same node to switch between them.

The edge damage is a noise and slope blur node.

2022-04-20_00-44-51.jpg

 

 

I hope that gets you started.

 

Dave

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New Here ,
Apr 22, 2022 Apr 22, 2022

Thanks a lot. So far, I can’t do anything like that, but I try to learn and try. Still need to figure out the masks.

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New Here ,
Apr 22, 2022 Apr 22, 2022

 

I think that we have different entrances to the node, so I can’t do the same

 

 

Screenshot_1.jpg

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Community Expert ,
Apr 22, 2022 Apr 22, 2022

In properties change Pattern to 'pattern input' then pattern input number, which will appear, to 2

 

Dave

 

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New Here ,
Apr 23, 2022 Apr 23, 2022

I finally made the brick pattern I wanted! Thank you.

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Community Expert ,
Apr 24, 2022 Apr 24, 2022

Well done. 

I can add a little edge damage to the bricks using slope blur If you need it.

Dave

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New Here ,
Apr 24, 2022 Apr 24, 2022

I would be very grateful! Still wondering how to make at the joints between the bricks where the cement bulge

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Community Expert ,
Apr 24, 2022 Apr 24, 2022
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Add some noise to the pattern.

Take a look at the section I put in a frame called "Damage" in my earlier post. It takes a grungy texture and puts it through a histogram scan node. That gives control over how much of the texture is passed to the next node. That next node is a slope blur which distorts the tile pattern based on the input from the histogram scan node. The output of that is blended with another noise/grunge texture just to add some general noise.

A blurred version of all that is sent to the height and AO channels (the latter fed through an HBAO node). An unblurred version is fed to a blend node controlling the mix of colours between cement and brick.

 

Dave

 

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