for those using Blender 4, the Surface Displacement settings are located in the options panel (press N whilst in the Shader Editor) and they are listed under Settings>Surface. They are also in the Settings of the material properties in the drop down menu *beneath* the displacement settings.
Yay! Made my first Procedural texture. I used the brick to make a medieval(ish) stone wall because the model I've built is huge and the downloaded textures just repeat too much. Now I have to see if it works. Thanks for sharing this tutorial Ryan. :)
Nice tutorial. After following this tutorial, in addition I added moss on some parts of crevices of mortar and on some parts of brick. Thanks for the tutorial.
This somewhat worked for Eevee. I know or think- that Displacement Maps don't work with Eevee, so I skipped those nodes. They look quite flat without them but they are still quite good looking, so thank you for sharing this!
@@dzomlamasina1560 Have you Seen Simon Thommes Work? His Skill with Procedural Nodes is amazing! compare his procedural stuff with mine... and I have a lot to learn. : ) Check out his Work here: th-cam.com/video/7EeIsUErzLE/w-d-xo.html
Don't know if this will help anyone but, I did this tutorial to a set I'm making for a short. And I ran into the problem of my bricks only showing horizontally on one side of my mesh. As I was making stage wall texture. I recreated the tutorial on two separate textures and assigned them to each wall seperatly. Then for the wall that was only showing bricks horizontally, I went to the rotation on the Mapping node which is connected to the Brick Texture node. In addition to rotating the X rotation to 90 degrees I also rotated the Y rotation to 90 degrees and the texture worked perfectly.
It's been 2 years since I follow you now, thanks for your amazing tutorials! It's thanks to you that now I'm able to make Blender animations. Keep makingyour channel grow!
Thank you so much, I have been making DND maps with blender and these tutorials are so helpful. It is too bad the game engine I use doesn't like high poly models otherwise I would do the true displacement because that looks amazing!
Ryan, I totally enjoyrd working on this man. I made one change to the brick size obtained in my part of the world (200 X 400mm) Everything else was smooth sailing and thanks for sharing , buddy. Be safe.
I didn't know how to set up the right amount of adaptive subdivision until this video. yesterday my computer slowed down quite a lot with the cobblestone tutorial. I have an rtx 2060 with 6core cpu 12th gen and 32Gb ddr4 PC's
Fun fact Blender edition, you can put purple tp color/yellow, so you can mix bumps into one color output, you can also conect color to normal so you cando what ever you want with your bump
@@RyanKingArt just having a hard time getting my house model to have photorealistic brick... I tried a Substance Painter material but it just doesn't look right
Would there be a need to use the adaptive subdivision in the subdivision surface modifier if I'm just using this to create a mapping image then taking it back to EEVEE and using the baked images in a new shader?
Is there a way to use this material without stretching? I can't figure it out. I put the brick material on a house I made, then on a cube for simplicity, UV-unwrapped them and the bricks are displaying as intended only on front and back sides, the rest is a stretched mess. Help.
At 4:50 you say "whatever you like". Do you have any advice how to correctly scale the brick texture to match for example 60x60cm tiles? I have played around with Texel Density (great addon) and other tricks and tutorials, but ALWAYS ended up using the measuring tool for hours (literally) to get close to the correct size. I assumed that if you set the scale to 1 and the brick size to 0.6 it would match to 60cm as Blender unit is 1 meter ... but it does not. Thanks for any pro advice! -- Cheers, Nils
Yes, it is. : ) To make the background transparent, you can click over on the Render Properties. Then open the film tab, and click on, transparent. Thanks for watching!
Does someone know how can I change my link type ? We always connect more than one node in Shader Editor so he have this kinda of lines, to connect them, so I'd like to use straight lines not curves... Thanks guys !
Hi. Thanks for the tutorial. I downloaded the file from Gumroad and applied the Procedural bricks to my own wall (cube) and I noticed that two of the sides show the bricks correctly but the other faces just show the brick rows stretched horizontal and there are no vertical mortar lines. This is in Blender 2.93. Any ideas how I would make all the sides of the cube faces look correct? You can see the same thing happening at 8.32 on your TH-cam movie on the sides of your wall and if the wall was any deeper (going back) those edge bricks just stretch. I'd need to somehow apply the Procedural bricks material to each of the individual faces to make it look correct but that can't be done. Thanks, Andrew
Hello. Thanks for purchasing the project files! I just opened up the file and tried to fix that, but its not super easy to fix. Although, I found a method online that works. Here is the link: blender.stackexchange.com/questions/112843/how-can-i-make-my-procedural-brick-texture-map-correctly-to-both-a-cube-and-cyli I tried it and it worked! Here is the setup that I used: i.stack.imgur.com/VYIeK.png Also, I just Updated the project files, with the extra node setup, so you can just go back to Gumroad, and Re-Download the project files, and the new node setup will be in there. Hope this helps! Let me know if you need more help.
@@RyanKingArt Thanks for the reply Ryan. Appreciate it. I did manage to get the sides displaying correctly using the node set up you gave me a link for. Here's my node setup that works i.imgur.com/E4ZgTfo.jpg The problem is though I've lost all the effects that make the bricks look a little more realistic as in your original tutorial node setup shown at the image link below i.imgur.com/EToS2X5.jpg Here's a screenshot of what I've done so far to include the bump nodes and a few others but I can't work out how to fit in the Noise Texture nodes, ColorRamp nodes and Darken node. i.imgur.com/qDleaDb.jpg In your tutorial setup, there's the Mapping node on the far left but that's not in the newer setup with the Combine nodes. Thanks again for your help. Andrew
Ha.... While I was doing the things above you were in the process of changing the Gumroad file with the updated nodes. Thanks very much and a cube now looks excellent.
What version of Blender do you have? When I try to follow along, everything is great except displacement isn't working. I have cycle - experimental and Materials - setting - displacement and bump.
I'm using Blender 2.93. Hmm, is there a glitch, or something? What exactly is happening with the displacement? Also check to make sure the nodes are plugged up correctly.
@@RyanKingArt I bought the material from your gumroad store, when I open the blender file the displacement looks okay. So I guess I am missing something. thanks for replying.
hey man. amazing tutorial. is there a way i can export this material/texture as a .dds file? as i would like to used this for a brick wall for my assetto corsa track, but when i export the track as a .fbx file, it says the brick material is null and missing or something.
Sir; this material looks nice and works fine on part of the sphere, but why doesn't it work on a flat plane you add to the scene and why does it also not work ok on a cube you add? It only works on the cube on the front and back face but not on top, bottom, left and right face? How to fix that?
Yeah, sorry about that. Someone else was wondering about this too. I didn't know it was an issue until recently. Although, I found a method online that works. Here is the link: blender.stackexchange.com/questions/112843/how-can-i-make-my-procedural-brick-texture-map-correctly-to-both-a-cube-and-cyli I tried it and it worked! Here is the setup that I used: i.stack.imgur.com/VYIeK.png You can add that, and plug it into the Brick Texture Vector, and it will work. Hope this helps.
@@RyanKingArt It would really make more sense if this was done on a plane surface. Also I have difficulties trying to scale up textures and lose the tile repetition with wooden floor textures. I was hopping this tutorial would help but it didn't. Can you maybe do a follow up explaining how to do that? thanks
This was very helpful and easy to follow along with. Is there a way to make this affect the mesh so that it can be exported as an stl for 3d printing though?
You'd need to bake out the displacement data to a displacement map. Then you'd need to add that displacement map to the object with a displacement modifier, and then apply the modifier.
Ryan, I believe I’m running a newer version of blender and the Mix RGB node must have been renamed. Please let me know if you know what I should use in its place! Thank you.
Hi, sending greetings from the Czech Republic, could you please tell me how to apply the texture of the bricks to the cone? I am modelling a factory scale chimney and I don't know what to do. I plan to print the model on a 3d printer. I have the model for my father in law and I am at a loss. I know it's not easy and that's why I'm offering a financial reward. It's been sitting on my desk for almost 3 months and I'm seriously lost. I am asking for help :)
ok trying my 5th time, im getting totally different results once you add the displacement and invert nodes into the mix, versus, when I add the displacement /invert nodes into the mix... i'm on 2.90.1 are you working on the newest version ? is 3 out yet ?
Great video firstly I'm almost there. However my problem is when I make a brick wall from a cube and scale one side down into a rectangular shape, the smaller side is not evened out and the bricks are squashed together. Not sure if I'm doing something wrong.
Thank you so much for not just this video, but this entire series. They are all so useful for the work I do! As weird as this sounds, I used this tutorial to make fishnet stockings for a model. However, if you don't mind, I have two questions for you: 1) Do you know of a way to apply a subsurface color to just the bricks part of the texture (say, make the bricks have a subsurface color of red but have the grout have no subsurface color). 2) Is there a way to apply a separate normal map to the bricks and the grout? So, as an example, have the bricks have a bit rougher of a normal than the grout. I thought making the bricks shader first then applying it via a "Shader to RGB" node to the brick texture would do the trick, but the subsurface color doesn't really show up and it messes up the shadows (as in makes them completely black). Any help with this would be appreciated. If not, thank you anyway and have a great day!
Thanks for watching! Yes, these can both totally be done. For the subsurface, you can plug the brick texture factor, into the subsurface on the principled. You will also need to add an invert node to switch the values, so that the bricks have the subsurf. Then either add a texture in the the subsurface color, or just change the color value. For the normal, you can use the brick factor, as a mask, to make different parts have different normal maps. For instance, you could add a noise texture, and plug it into the color 2, of a mix rgb node. set the mix RGB to lighten, and make color 1 fully black. Then add the brick texture factor into the factor the the mix rgb. then plug the mix rgb color into a bump node height value, and finally, plug that into the normal. hope this helps.
This is great and I followed along but, when I put this into practice I have a problem. Walls on a building step in and out, turning corners and, the inside does not have brick texture. When I use this node on a wall, even though I pick specific faces, the procedural texture goes on every wall and is elongated on some as stripes. I have tried "cube projection but, that has no effect at all (I'm trying on version 3.0). I've tried unwrapping, marking seams, selecting individual faces, etc, and nothing seems to stop the procedural shader from applying itself to everything and those faces that are ninety degrees from a correctly laid out grid become stripes of brich and mortar stretched.
@@RyanKingArt There may be some quirks to work out on 3.0 (there is on any new version of any software). I would run it and have it do one thing, strip it all back and run again and get it to work. The thing that worked best was to first apply a generic texture, I just used a white color, then when you specify the faces to be brick it only applies to those, That also seemed to trigger the "cube projection" to line up the rows.
I'm getting no change after adding bump node. It shows a very little difference but changing distance or strength has no effect. Displacement Node has no effect. I started using a rectangular wall and figured it was me, re ran a new job using the sphere following along everything, same issue. I just loaded 2.93.6, don't know if that is it or not but it ground to a halt at that point. Reran the tutorial a third time, same issue.I threw the Invert Node in and it did effect the mortar but really bad quality, real choppy. Maybe it's this build so, just a few days away from 3.0, I'll try it again then. I have 32 gig memory, i7, two GTX 1080 Ti cards in SLI so, plenty of machine. I tried it in one of Simon Thommes brick tutorials and in the first five nodes idisplacement didn't work. Pretty sure it is aa bug in this build as that's two approaches that wouldn't give the displacement. Oh well, let's see what 3.0 does.
if you go to 9:30 on the video he connects the brick texture fac to displacement in the material output. then he selects principled bsdf, then presses shift+control+left click. that makes the viewer node disappear, and you can see the displacement. hope this helps
I'm having the same issues the bump affects it only very slightly and the displacement doesn't seem to have much effect at all. Please write back if you figure out a solution? @Path11 Media
ive been following the tutorial but at the displacement stage, it doesn't pop out the mortar. It just makes random lines in the sphere. idk what I'm missing
@@RyanKingArt yeah, I’ve gone over the tutorial a few times and it’s still creating the weird shape. Like the displacement isn’t following the mortar somehow.
Don't you have a video where you use a cube as a brick and color and give it a realistic brick texture and roughness like you did on the rubik's cube tutorial? I'm stuck trying to color this bricks, not like you are doing on the videos with a single plane.
What I would like seeing in future is correcting the problem of not being able to see the material in assets manager. The ptocedural bricks was not textured.and defeats the purpose of the manager.
Why do you have so low subscribers man? 9year old kids with their shitty ass gameplay on freefire gets like millions of subscribers but a hardworking guy like you who takes out time to make tutorials for us doesn't get recognition. Anyway best of luck for the future ^_^
Haha, Thank you. Yeah, sometimes its odd why some channels have so many subscribers, while other channels that I really like have so little. But its ok. My audience is growing! And I'm trying to make this something that I can do for a living, so I really appreciate everyone's support. : )
My bricks are going vertical. How do I make them go horizontal. I’ve spent nine hours browsing the Internet and cannot find a single thing on how to change the effing orientation of the bricks. Why is there no information on that I found one thing that says go to the UV and change the UV and do a thing to the UV and make an adjustment to the UV and boom you’re done no other explanation than that
@@RyanKingArt I didnt do subdivision surface because of door cutout deformation in wall which I wasnt able to fix but I tried an object without the cutout and it didnt have any effect. My UV map is 2048px. I set the same settings in Principled BSDF as you instead of default. Other people in cobblestone video also have the same problem in blender 4.0 by comments
Nodes are quite possibly the least intuitive and most convoluted form of modeling Ever invented. You not only have to remember the name and full features of every node but also remember where that node plugs into another node. Then remember which sliders on each node controls which parameters. Multiply this process over a dozen different nodes, two dozen different connection points and six dozen different sliders and congratulations, you have a brick wall. lol At the very least Blender should have a small library of node setups for basic textures. Example: Load the brick wall node setup from the library, adjust the parameters as needed and you're done. It's just confusing to invert the mortar on the bump map only to add yet another node later in the proces to invert the mortar.
Hello Ryan. I am using Blender 3.5 and this brick texture is not seamless in my file. Do you have any idea why? You can see in the screenshot below. Thanks. drive.google.com/file/d/14T6KbjGBsxL5Aw0jiwqAsbCEtB5dMsbQ/view?usp=sharing
Purchase the Project Files and Help Support the Channel:
Patreon: www.patreon.com/posts/54628310
Gumroad: ryankingart.gumroad.com/l/kETvF
I added a displace modifyer and made it use perlin noise to have more bump, it turned out well!
@@gmodandhl2experiments849 Cool! 👍
You are my guru of blender thanks for entire thing❤❤❤# love from India
@@Shorts-Wala_official thanks for watching!
for those using Blender 4, the Surface Displacement settings are located in the options panel (press N whilst in the Shader Editor) and they are listed under Settings>Surface. They are also in the Settings of the material properties in the drop down menu *beneath* the displacement settings.
👍
Yay! Made my first Procedural texture. I used the brick to make a medieval(ish) stone wall because the model I've built is huge and the downloaded textures just repeat too much. Now I have to see if it works. Thanks for sharing this tutorial Ryan. :)
Thanks for watching!
Nice tutorial.
After following this tutorial, in addition I added moss on some parts of crevices of mortar and on some parts of brick.
Thanks for the tutorial.
That's a great idea to add to the Material! Thanks for watching!
This somewhat worked for Eevee. I know or think- that Displacement Maps don't work with Eevee, so I skipped those nodes. They look quite flat without them but they are still quite good looking, so thank you for sharing this!
Thanks for watching!
For anyone having problems with the displacement step, make sure you are in the render view.
Thanks for the tutorial!
Yep, you can only see it in the rendered view. Thanks 👍
Id also like to add that the render view can be accessed by holding "Z" (for beginners) great vid though! Really useful.
@@patrickrogers5025thanks soooo much! I thought I did something wrong for a minute
Thank you so much. Your approach to tutorials is ace. You explain things for what we need to know making life so much easier. Cheers man.
Thank you for watching! Glad its helpful.
Man you start to be very pro..And we learn fron you a lot...
Haha, I still have a lot to learn as well. But Thank you!
@@RyanKingArt ..I think i knew blender i bit but when you see you need to learn a lot..I dont know what to say...Great video ..
@@dzomlamasina1560 Have you Seen Simon Thommes Work? His Skill with Procedural Nodes is amazing! compare his procedural stuff with mine... and I have a lot to learn. : ) Check out his Work here: th-cam.com/video/7EeIsUErzLE/w-d-xo.html
@@RyanKingArt No i didnt. I will check but no need to watch othera we have you :D
Don't know if this will help anyone but, I did this tutorial to a set I'm making for a short. And I ran into the problem of my bricks only showing horizontally on one side of my mesh. As I was making stage wall texture. I recreated the tutorial on two separate textures and assigned them to each wall seperatly. Then for the wall that was only showing bricks horizontally, I went to the rotation on the Mapping node which is connected to the Brick Texture node. In addition to rotating the X rotation to 90 degrees I also rotated the Y rotation to 90 degrees and the texture worked perfectly.
How do i adjust this to a cube as well without it looking all stretched out on the sides?
same doubt
dude, I like your videos, good job
Glad you like them! Thanks for watching.
It's been 2 years since I follow you now, thanks for your amazing tutorials! It's thanks to you that now I'm able to make Blender animations. Keep makingyour channel grow!
thanks for watching my videos!
Thank you so much, I have been making DND maps with blender and these tutorials are so helpful. It is too bad the game engine I use doesn't like high poly models otherwise I would do the true displacement because that looks amazing!
Cool, thanks for watching!
This tutorial rocks
Thanks Ben!
Thanks for putting this tutorial together. Additionally, thanks for specifically calling out getting the square edges rather than the pillow. LOL
thanks for watching 👍
ur chanel growth is amazing i remember u at 90k
yeah its been growing fast! Thanks!
Thank you, really helpful ☺️
Glad it was helpful!
Ryan, I totally enjoyrd working on this man. I made one change to the brick size obtained in my part of the world (200 X 400mm) Everything else was smooth sailing and thanks for sharing , buddy. Be safe.
thanks for watching.
I didn't know how to set up the right amount of adaptive subdivision until this video. yesterday my computer slowed down quite a lot with the cobblestone tutorial.
I have an rtx 2060 with 6core cpu 12th gen and 32Gb ddr4 PC's
Great , this was very useful
Glad to hear that!
It was a roller coaster experience, but clear and precise. Thank you
Thanks for watching!
For those struggling with the displacement settings, consider changing your rendering engine to "cycles".
👍
btw, great tutorial and good pace. No messing around, from one point to the next! Nothing worst than someone blabbing on between important steps lol!
thanks for watching!
Fantastic tutorial ty
You're welcome!
Thanks for your excellent tutorial!
You are welcome!
So good. Brilliant work.
Thank you so much 😀
I think you can read my mind I needed this very much tryied some PBR but didn't get this cool thanks sir!! 🤗😸
I hope the tutorial helps!
You are a Blender university.thank you so much!
welcome!
What a tutorial Bro, keep it up
Thanks, will do!
Fun fact Blender edition, you can put purple tp color/yellow, so you can mix bumps into one color output, you can also conect color to normal so you cando what ever you want with your bump
Cool 👍
@@RyanKingArt i never thought a youtuber would respond to my comment, cool
@@gmodandhl2experiments849 I try to reply to all comments on my channel. 👍
@@RyanKingArt good to know
Brilliant. But it makes my head spin. I'll never remember this, so will have to revert back to this instructions when creating a realistic wall.
Thanks for watching!
Another great tutorial
thanks!
Pretty convincing for a procedural material
thanks!
@@RyanKingArt just having a hard time getting my house model to have photorealistic brick... I tried a Substance Painter material but it just doesn't look right
Thank you bro)) you explained very well․
Glad it was helpful. Thanks for watching!
Another amazing tutorial ! Thank you very much :)
You are welcome! Thanks for watching.
Great tutorial. Thank you :)
Welcome!
Super, thank you !
Thanks for watching!
Great Tutorial
Thanks!
Would there be a need to use the adaptive subdivision in the subdivision surface modifier if I'm just using this to create a mapping image then taking it back to EEVEE and using the baked images in a new shader?
dude, this is INSANE! nice work, tho! 😵
thanks!
Thank you.
You're welcome!!
Is there a way to use this material without stretching? I can't figure it out. I put the brick material on a house I made, then on a cube for simplicity, UV-unwrapped them and the bricks are displaying as intended only on front and back sides, the rest is a stretched mess. Help.
At 4:50 you say "whatever you like". Do you have any advice how to correctly scale the brick texture to match for example 60x60cm tiles? I have played around with Texel Density (great addon) and other tricks and tutorials, but ALWAYS ended up using the measuring tool for hours (literally) to get close to the correct size. I assumed that if you set the scale to 1 and the brick size to 0.6 it would match to 60cm as Blender unit is 1 meter ... but it does not. Thanks for any pro advice! -- Cheers, Nils
Amazing tutorial. Is it possible to make procedural dirt-like things as it is generated in substance painter.
Thanks! Hmm, I don't exactly understand your question. I've never used Substance painter before.
I think the Curtis holt ambient grunch thing
Looks good! Thank you.
glad you like it!
Great one. I do get a purple texture after the final color ramp into bump though. Not sure why. Cant seam to solve it either. Might be a 2.9 issue.
Hmm... are you using Blender Eevee, that might be the problem.
@@RyanKingArt Ah, yeah, so there is a difference there as well. Either way, it looks great and works well without that finale bump! :)
Hi, you are the best, because you explain how fix subdivision surface
glad it helped 👍
Fantastic tutorial as always! Love your content!😊
I was wondering if you could do a series on how to make a modern room in Blender?
Thank you!🙌
Thanks! That's a good tutorial idea. I get a lot of tutorial requests, but I will consider it. Thank you. : )
@@RyanKingArt Thank you for considering this idea!😁
I'm sure no matter what tutorial you will do it'll be great!🙌🔥
Thanks, it only took me half a day, but I finaly did it!! xD
thanks for watching!
how are you making the hdri invisible? its very distracting seeing it in backround on rendered mode
Yes, it is. : ) To make the background transparent, you can click over on the Render Properties. Then open the film tab, and click on, transparent. Thanks for watching!
@@RyanKingArt you are an absolute legend 🙏🏻
@@mxyer2605 Haha, thanks!
there is no adaptive subdivision in 3.3 version what is the alternative
The adaptive subdivision is in version 3.3. Make sure you turn on the experimental mode, and make sure you are in the Cycles render engine.
Does someone know how can I change my link type ? We always connect more than one node in Shader Editor so he have this kinda of lines, to connect them, so I'd like to use straight lines not curves... Thanks guys !
Yes I actually have a tutorial on how to do that: th-cam.com/video/teCPwsiGQ9Y/w-d-xo.html
GREAT THANKS
You are welcome!
Hi. Thanks for the tutorial. I downloaded the file from Gumroad and applied the Procedural bricks to my own wall (cube) and I noticed that two of the sides show the bricks correctly but the other faces just show the brick rows stretched horizontal and there are no vertical mortar lines. This is in Blender 2.93. Any ideas how I would make all the sides of the cube faces look correct? You can see the same thing happening at 8.32 on your TH-cam movie on the sides of your wall and if the wall was any deeper (going back) those edge bricks just stretch. I'd need to somehow apply the Procedural bricks material to each of the individual faces to make it look correct but that can't be done.
Thanks, Andrew
Hello. Thanks for purchasing the project files! I just opened up the file and tried to fix that, but its not super easy to fix. Although, I found a method online that works. Here is the link:
blender.stackexchange.com/questions/112843/how-can-i-make-my-procedural-brick-texture-map-correctly-to-both-a-cube-and-cyli
I tried it and it worked! Here is the setup that I used: i.stack.imgur.com/VYIeK.png
Also, I just Updated the project files, with the extra node setup, so you can just go back to Gumroad, and Re-Download the project files, and the new node setup will be in there. Hope this helps! Let me know if you need more help.
@@RyanKingArt
Thanks for the reply Ryan. Appreciate it.
I did manage to get the sides displaying correctly using the node set up you gave me a link for.
Here's my node setup that works
i.imgur.com/E4ZgTfo.jpg
The problem is though I've lost all the effects that make the bricks look a little more realistic as in your original tutorial node setup shown at the image link below
i.imgur.com/EToS2X5.jpg
Here's a screenshot of what I've done so far to include the bump nodes and a few others but I can't work out how to fit in the Noise Texture nodes, ColorRamp nodes and Darken node.
i.imgur.com/qDleaDb.jpg
In your tutorial setup, there's the Mapping node on the far left but that's not in the newer setup with the Combine nodes.
Thanks again for your help.
Andrew
Ha.... While I was doing the things above you were in the process of changing the Gumroad file with the updated nodes. Thanks very much and a cube now looks excellent.
@@cicadastudio3486 Glad the problem is fixed now!
if we wanted to add more colors how would we do that?
thank you sir
Most welcome!
Can l use this for cylinder object?
What version of Blender do you have? When I try to follow along, everything is great except displacement isn't working. I have cycle - experimental and Materials - setting - displacement and bump.
I'm using Blender 2.93. Hmm, is there a glitch, or something? What exactly is happening with the displacement? Also check to make sure the nodes are plugged up correctly.
@@RyanKingArt I bought the material from your gumroad store, when I open the blender file the displacement looks okay. So I guess I am missing something. thanks for replying.
@@emmettbeech5441 Thanks for purchasing the files!
Hey sorry I'm so late but I'm kinda having the same issue, did you ever find out what the problem was?
@@fizzfingers5207 I'll check - if I figured it out, I forgot the answer!
Hello Ryan, nice Video. Can you tell me, what graphics card you have? Greets from Germany...
Thanks! My GPU: RTX 2080 Super WINDFORCE OC 8G Graphics Card
@@RyanKingArt could you tell me your full pc specs
Sure! Here's an overview of my PC Build:
Ryzen-3900X CPU 12 Core 24 Threds
Cooler Master CPU Liquid Cooler
EVGA Supernova 1000 Watt Power Supply
RTX 2080 Super WINDFORCE OC 8G Graphics Card
500 GB Solid State Drive
3TB Hard Drive
3000 MHz DDR4 32 GB Ram
Thermaltake Level 20 MT ARGB Mid Tower Computer Case
hey man. amazing tutorial. is there a way i can export this material/texture as a .dds file? as i would like to used this for a brick wall for my assetto corsa track, but when i export the track as a .fbx file, it says the brick material is null and missing or something.
Thanks a lot!!!
You're welcome!
Sir; this material looks nice and works fine on part of the sphere, but why doesn't it work on a flat plane you add to the scene and why does it also not work ok on a cube you add? It only works on the cube on the front and back face but not on top, bottom, left and right face? How to fix that?
Yeah, sorry about that. Someone else was wondering about this too. I didn't know it was an issue until recently. Although, I found a method online that works. Here is the link:
blender.stackexchange.com/questions/112843/how-can-i-make-my-procedural-brick-texture-map-correctly-to-both-a-cube-and-cyli
I tried it and it worked! Here is the setup that I used: i.stack.imgur.com/VYIeK.png
You can add that, and plug it into the Brick Texture Vector, and it will work. Hope this helps.
@@RyanKingArt It would really make more sense if this was done on a plane surface. Also I have difficulties trying to scale up textures and lose the tile repetition with wooden floor textures. I was hopping this tutorial would help but it didn't. Can you maybe do a follow up explaining how to do that? thanks
@@utopicc I will consider it. Thanks.
This was very helpful and easy to follow along with. Is there a way to make this affect the mesh so that it can be exported as an stl for 3d printing though?
You'd need to bake out the displacement data to a displacement map. Then you'd need to add that displacement map to the object with a displacement modifier, and then apply the modifier.
Sir can you make a tutorial on rendering and photorealistic composting and procedural photorealistic environment ?
thanks for the tutorial request 👍
Ryan, I believe I’m running a newer version of blender and the Mix RGB node must have been renamed. Please let me know if you know what I should use in its place! Thank you.
Just use the "Mix" Node, and change it from Float to Color. then use it just like the mix RGB node.
@@RyanKingArt Thank you!
Hi, sending greetings from the Czech Republic,
could you please tell me how to apply the texture of the bricks to the cone? I am modelling a factory scale chimney and I don't know what to do. I plan to print the model on a 3d printer. I have the model for my father in law and I am at a loss.
I know it's not easy and that's why I'm offering a financial reward. It's been sitting on my desk for almost 3 months and I'm seriously lost.
I am asking for help :)
ok trying my 5th time, im getting totally different results once you add the displacement and invert nodes into the mix, versus, when I add the displacement /invert nodes into the mix... i'm on 2.90.1 are you working on the newest version ? is 3 out yet ?
I was using Blender Version 2.93.3 when I made this tutorial. Hmm, I'm having trouble helping you. Can you send a link to a screenshot of the problem?
Great video firstly I'm almost there. However my problem is when I make a brick wall from a cube and scale one side down into a rectangular shape, the smaller side is not evened out and the bricks are squashed together. Not sure if I'm doing something wrong.
did you apply the scale by pressing 'CTRL + A' ?
@@iamthesmomer no, should I of?
@@ggog408 yes
@@iamthesmomer I'll give that a go thanks!
im trying to make the wall so the bricks on the wall stand out more but i cant make them push out from the wall
you can use displacements for that.
hello, I want to put this texture in a house but it is not distributed correctly in all the faces, stretching or deforming the texture, what can I do?
maybe use the UV texture coordinate, and then UV unwrap your object.
8:24 i don't see adaptive subvision in my subdivision modifier
you have to be using experimental for it to happen but im making a house so I shouldn't bother with subdivision modifier
yeah if your not super close to it then you don't really need to use the displacements.
10:54 You could have just used a negative Scale on the Displacement node.
Yes, I suppose that's true.
Thank you so much for not just this video, but this entire series. They are all so useful for the work I do! As weird as this sounds, I used this tutorial to make fishnet stockings for a model. However, if you don't mind, I have two questions for you:
1) Do you know of a way to apply a subsurface color to just the bricks part of the texture (say, make the bricks have a subsurface color of red but have the grout have no subsurface color).
2) Is there a way to apply a separate normal map to the bricks and the grout? So, as an example, have the bricks have a bit rougher of a normal than the grout.
I thought making the bricks shader first then applying it via a "Shader to RGB" node to the brick texture would do the trick, but the subsurface color doesn't really show up and it messes up the shadows (as in makes them completely black). Any help with this would be appreciated. If not, thank you anyway and have a great day!
Thanks for watching! Yes, these can both totally be done.
For the subsurface, you can plug the brick texture factor, into the subsurface on the principled. You will also need to add an invert node to switch the values, so that the bricks have the subsurf. Then either add a texture in the the subsurface color, or just change the color value.
For the normal, you can use the brick factor, as a mask, to make different parts have different normal maps. For instance, you could add a noise texture, and plug it into the color 2, of a mix rgb node. set the mix RGB to lighten, and make color 1 fully black. Then add the brick texture factor into the factor the the mix rgb. then plug the mix rgb color into a bump node height value, and finally, plug that into the normal. hope this helps.
@@RyanKingArt This works like an absolute charm! Thank you for the help with this!
@@SquirreltailAnimation You're welcome!
magnific
thank you!
Can I export this as stl? If not, can someone explain how? Please? :)
Incredible! How can we bake this out as a seamless texture to use within other programs? Thanks for this awesome content.
You could texture bake this to texture maps, but I don't know how to make it seamless.
This is great and I followed along but, when I put this into practice I have a problem. Walls on a building step in and out, turning corners and, the inside does not have brick texture. When I use this node on a wall, even though I pick specific faces, the procedural texture goes on every wall and is elongated on some as stripes. I have tried "cube projection but, that has no effect at all (I'm trying on version 3.0). I've tried unwrapping, marking seams, selecting individual faces, etc, and nothing seems to stop the procedural shader from applying itself to everything and those faces that are ninety degrees from a correctly laid out grid become stripes of brich and mortar stretched.
Yeah, I should have gone over how to fix that in the tutorial. There is a node setup to fix this issue. I might make a video about it soon.
@@RyanKingArt There may be some quirks to work out on 3.0 (there is on any new version of any software). I would run it and have it do one thing, strip it all back and run again and get it to work. The thing that worked best was to first apply a generic texture, I just used a white color, then when you specify the faces to be brick it only applies to those, That also seemed to trigger the "cube projection" to line up the rows.
Ryan, do you have any paid for procedural texture courses for Blender or anything like that?
No, pretty much all of my training courses and tutorials are all free on TH-cam. I don't have any procedural paid courses.
@@RyanKingArt
All right, thanks for letting me know.
I'm getting no change after adding bump node. It shows a very little difference but changing distance or strength has no effect. Displacement Node has no effect. I started using a rectangular wall and figured it was me, re ran a new job using the sphere following along everything, same issue. I just loaded 2.93.6, don't know if that is it or not but it ground to a halt at that point. Reran the tutorial a third time, same issue.I threw the Invert Node in and it did effect the mortar but really bad quality, real choppy. Maybe it's this build so, just a few days away from 3.0, I'll try it again then. I have 32 gig memory, i7, two GTX 1080 Ti cards in SLI so, plenty of machine.
I tried it in one of Simon Thommes brick tutorials and in the first five nodes idisplacement didn't work. Pretty sure it is aa bug in this build as that's two approaches that wouldn't give the displacement. Oh well, let's see what 3.0 does.
Hmm... sorry to hear your having problems. Yeah, maybe try it with Blender 3.0.
if you go to 9:30 on the video he connects the brick texture fac to displacement in the material output. then he selects principled bsdf, then presses shift+control+left click. that makes the viewer node disappear, and you can see the displacement. hope this helps
@@jamesesther8182 Thanks!
I'm having the same issues the bump affects it only very slightly and the displacement doesn't seem to have much effect at all. Please write back if you figure out a solution? @Path11 Media
@@jamesesther8182 Thank you for catching this! I was wondering why my bricks weren't "super super bumpy" at 15:56
ive been following the tutorial but at the displacement stage, it doesn't pop out the mortar. It just makes random lines in the sphere. idk what I'm missing
Make sure you used the right displacement settings that I go over in the video.
in the material settings, under settings, make sure its set to, displacement and bump.
@@RyanKingArt yeah, I’ve gone over the tutorial a few times and it’s still creating the weird shape. Like the displacement isn’t following the mortar somehow.
"HeighTH" was killing me inside
Lol sorry about that.
Don't you have a video where you use a cube as a brick and color and give it a realistic brick texture and roughness like you did on the rubik's cube tutorial? I'm stuck trying to color this bricks, not like you are doing on the videos with a single plane.
Umm I'm not quite sure what tutorial your talking about.
Can anyone tell me how to export this material to unity? Thanks for helping
you will need to texture bake the material to texture maps. check out my texture baking for beginners tutorial to learn how.
The texture looks good on certain walls but gets stretched out on the walls that are perpendicular to the good looking walls.
What I would like seeing in future is correcting the problem of not being able to see the material in assets manager. The ptocedural bricks was not textured.and defeats the purpose of the manager.
thanks for the feedback.
Why do you have so low subscribers man?
9year old kids with their shitty ass gameplay on freefire gets like millions of subscribers but a hardworking guy like you who takes out time to make tutorials for us doesn't get recognition.
Anyway best of luck for the future ^_^
Haha, Thank you. Yeah, sometimes its odd why some channels have so many subscribers, while other channels that I really like have so little. But its ok. My audience is growing! And I'm trying to make this something that I can do for a living, so I really appreciate everyone's support. : )
@@RyanKingArt hey could you recommend me some free tutorials for beginners sculpting.
I would really appreciate it if you could help.
I have a beginner sculpting tutorial on my channel. here is the Link if you'd like to watch it: th-cam.com/video/VYuUlQO-kYE/w-d-xo.html
@@RyanKingArt thank you
Also, two really great Sculpting Tutorial Channels are: Flipped Normals, And Digital Clay. You could search them up on TH-cam.
''This material literaly made my pc sh1t bricks'' (both in a good and not so good way) :D
10/10
Oh ok. thanks : )
My bricks are going vertical. How do I make them go horizontal. I’ve spent nine hours browsing the Internet and cannot find a single thing on how to change the effing orientation of the bricks. Why is there no information on that
I found one thing that says go to the UV and change the UV and do a thing to the UV and make an adjustment to the UV and boom you’re done no other explanation than that
If you haven't figured out yet it is in the mapping just change the axis on rotation
Very useful, but I have no clue why the bricks won't pop out.
Oh, hmm, did you make sure to turn on all of the displacement settings that I showed in the tutorial?
I think I ran into the same problem, check you added a 'subdivision surface' not just a 'subdivision' modifier.
@@wilko2912 Thanks!
6:00
11:00
13:30
16:20
thanks for watching.
i froze trying to render this lmao
oh, sorry.
Jezus. I go and think over my life. :) Thanks anyway
thanks
omg my computer its wil=💥💥💥
oh sorry
@@RyanKingArt no problem XD but its will die
It must be an American thing but the word height does not have an h on the end. It is height, not heighth
Oh, did I spell it wrong? Or is it spelled wrong in Blender?
Doesnt work no more!
what part isn't working?
@@RyanKingArt I didnt do subdivision surface because of door cutout deformation in wall which I wasnt able to fix but I tried an object without the cutout and it didnt have any effect. My UV map is 2048px. I set the same settings in Principled BSDF as you instead of default. Other people in cobblestone video also have the same problem in blender 4.0 by comments
ibb*co/5vmr9xQ image of render
Nodes are quite possibly the least intuitive and most convoluted form of modeling Ever invented. You not only have to remember the name and full features of every node but also remember where that node plugs into another node. Then remember which sliders on each node controls which parameters. Multiply this process over a dozen different nodes, two dozen different connection points and six dozen different sliders and congratulations, you have a brick wall. lol
At the very least Blender should have a small library of node setups for basic textures. Example: Load the brick wall node setup from the library, adjust the parameters as needed and you're done.
It's just confusing to invert the mortar on the bump map only to add yet another node later in the proces to invert the mortar.
Hello Ryan. I am using Blender 3.5 and this brick texture is not seamless in my file. Do you have any idea why? You can see in the screenshot below. Thanks.
drive.google.com/file/d/14T6KbjGBsxL5Aw0jiwqAsbCEtB5dMsbQ/view?usp=sharing