Cinema 4D Prime Material Manager Shaders Channel Shaders Brick Shader
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
Brick

Basic Shader Colors Gaps Dirt

Colors

Brick Color

Use this gradient to define the color range from which the colors for each brick will be chosen at random.

Texture

Here you can load any desired texture in addition to or in place of the brick color, which can be laid over the brick color gradient using various mix modes. This makes it possible to not only create brick but other floor surfaces such as parquet or tiles, etc. as well.

 Texture Details

Offset [-∞..+∞%]
Random

A Sema Noise texture: at left Offset=0%, center 20%, at right (with a different texture) a very high value with Random enabled.

Offset moves the texture one step at a time per brick. This looks somewhat like a painted walkway that was removed and reset in the wrong order. Each brick texture section will be moved equally in the same UV direction according to the Offset value defined (i.e. slightly offset to its neighboring section). If Random is enabled, random UV directions will be applied to each brick, i.e., the dispersion will also be random when lesser Offset values are used.

So what’s this good for? For example, you can create parquet grain patters using a texture. Generally, adjoining parquet tiles never have matching grains.

Scale [0..+∞%]

Use this value to scale the texture’s size. Values less than 100% will tile the texture (bitmaps will be mirrored at their respective edges).

Flip

Rotates the texture 90° and subsequently mirrors it horizontally.

Opacity [0..100%]
Blend Mode

Use this value to define how strongly the texture and color gradient should be combined (details about Blend Modes).

Alt. Brick Color

Use this gradient to define the alternative color range (defined by the Alt. Color Every n Rows and

Alt. Color Every n Columns values) from which the colors for each brick will be chosen at random.

Texture

Here you can load any desired texture in addition to or in place of the brick color, which can be laid over the brick color gradient using various mix modes. This makes it possible to not only create brick but other floor surfaces such as parquet or tiles, etc. as well.

 Texture Details

Offset [-∞..+∞%]
Random

A Sema Noise texture: at left Offset=0%, center 20%, at right (with a different texture) a very high value with Random enabled.

Offset moves the texture one step at a time per brick. This looks somewhat like a painted walkway that was removed and reset in the wrong order. Each brick texture section will be moved equally in the same UV direction according to the Offset value defined (i.e. slightly offset to its neighboring section). If Random is enabled, random UV directions will be applied to each brick, i.e., the dispersion will also be random when lesser Offset values are used.

So what’s this good for? For example, you can create parquet grain patters using a texture. Generally, adjoining parquet tiles never have matching grains.

Scale [0..+∞%]

Use this value to scale the texture’s size. Values less than 100% will tile the texture (bitmaps will be mirrored at their respective edges).

Flip

Rotates the texture 90° and subsequently mirrors it horizontally.

Opacity [0..100%]
Blend Mode

Use this value to define how strongly the texture and color gradient should be combined (details about Blend Modes).

Alt. Color Every n Rows [0..2147483647]

This value defines of often rows of bricks with an alternative color (Alt. Brick Color) will be added.

Alt. Color Every n Columns [0..2147483647]

For rows of bricks with alternative colors you can also define how many bricks of a row should be colored. Values of 0 or 1 will result in every brick being colored. Larger values will reduce the number of bricks colored accordingly.

Half Width Every nth Row

If a value greater than 0 has been defined for the Alt. Color Every n Columns setting, enabling this option will result in a halving of the number of bricks colored.

Brick Noise Scale [-∞..+∞%]

This setting adjusts the dispersion of irregularity. Smaller values result in larger changes to the same surface.

Detail [0..100%]
Detail Scale [0..+∞%]

Adds irregularity to the brick surface. Larger Detail values can be used if a Bump or Displacement channel is used with the Shader. Detail Scale refers to the scale of the Noise applied.