--- title: "Colors" url: "https://help.maxon.net/c4d/en-us/Content/html/XBRICK-BRICK_GROUP_COLOR.html" section_path: "Material Manager > Classic Materials > Classic material > Channel Shaders > Brick > Colors" element_id: "XBRICK" group_id: "BRICK_GROUP_COLOR" description: "Use this gradient to define the color range from which the colors for each brick will be chosen at random." --- ## Colors ### Brick Color Parameter ID: `BRICK_COL` Use this gradient to define the color range from which the colors for each brick will be chosen at random. ### Texture Parameter ID: `BRICK_TEX_LINK` 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. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Texture Details ### Offset Parameter ID: `BRICK_TEX_OFFSET` · Range: [-∞..+∞%] ### Random Parameter ID: `BRICK_TEX_OFFSET_RANDOM` ![Image: 031411.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031411.jpg)\ 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 Parameter ID: `BRICK_TEX_SCALE` · Range: [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 Parameter ID: `BRICK_TEX_FLIP` Rotates the texture 90° and subsequently mirrors it horizontally. ### Opacity Parameter ID: `BRICK_TEX_OPACITY` · Range: [0..100%] ### Blend Mode Parameter ID: `BRICK_TEX_BLENDMODE` Use this value to define how strongly the texture and color gradient should be combined (details about [Blend Modes](https://help.maxon.net/c4d/en-us/Content/html/11718.html.md)). ### Alt. Brick Color Parameter ID: `BRICK_ALTCOL` 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 Parameter ID: `BRICK_ALTTEX_LINK` 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. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Texture Details ### Offset Parameter ID: `BRICK_ALTTEX_OFFSET` · Range: [-∞..+∞%] ### Random Parameter ID: `BRICK_ALTTEX_OFFSET_RANDOM` ![Image: 031411.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031411.jpg)\ 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 Parameter ID: `BRICK_ALTTEX_SCALE` · Range: [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 Parameter ID: `BRICK_ALTTEX_FLIP` Rotates the texture 90° and subsequently mirrors it horizontally. ### Opacity Parameter ID: `BRICK_ALTTEX_OPACITY` · Range: [0..100%] ### Blend Mode Parameter ID: `BRICK_ALTTEX_BLENDMODE` Use this value to define how strongly the texture and color gradient should be combined (details about [Blend Modes](https://help.maxon.net/c4d/en-us/Content/html/11718.html.md)). ### Alt. Color Every n Rows Parameter ID: `BRICK_ALTCOL_VPERIOD` · Range: [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 Parameter ID: `BRICK_ALTCOL_HPERIOD` · Range: [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](https://help.maxon.net/c4d/en-us/Content/html/XBRICK-ID_SHADERPROPERTIES.html.md) 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 Parameter ID: `BRICK_COL_NOISE_SCALE` · Range: [-∞..+∞%] This setting adjusts the dispersion of irregularity. Smaller values result in larger changes to the same surface. ### Detail Parameter ID: `BRICK_COL_DETAILS_INTENSITY` · Range: [0..100%] ### Detail Scale Parameter ID: `BRICK_COL_DETAILS_SCALE` · Range: [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.