Janusz Biela wrote:I think everything what you ask will push this surface to way when Node start be very complicate. It will generate problems. Everything what you ask must be done by special Node Shader which doesnt exist.
It is no difficult to do if we will not use image bomber. But how we can do after that fraction with colors?
Thanks for suggestions!
I agree that it is complex, it has always been for me
Learn a lot from your nodes though
In our line of work we always have to make sure the brick looks realistic, because we want future clients to have a realistic view of what their house will look like.
I mostly use bricks from one of our suppliers for example from vandersanden http://www.vandersandengroup.be/bricks/nl-be/gevelsteen-steenstrip/viborg-ws
(3D Mapping link) or from Wienerberger http://www.wienerberger.be/gevel/kies-uw-gevelsteen http://www.wienerberger.be/textuur-lupo.html
Mostly I crop them to a 9 brick wide and 32 brick high color texture, so I can make standard material and only need to change textures for different brick material. From the main texture I copy a bump, normal and (mortar) alpha texture and in some cases a greyscale image to variate diffuse. In that case I have main color and variation in my color texture and only need to make sure the mortar color is what the client wants.
As a example the textures I normaly use.
But each brick type is different often with very specific variation and bump which is almost impossible to do easy with only nodes.
For very default bricks the basic material will be perfect however.