How Does It Work?
Use the Height, Width and Depth parameters to change the relative sizes of the bricks. Use the Row Shift parameter to change the relative placement of the bricks from one row to the next. A Row Shift of 0
means all the bricks line up perfectly. A Row Shift of 0.5 (which is the default) means the mortar of one row lines up with the middle of the brick in the next row.
Use the Mortar_Width parameter to change the width of the mortar between the bricks. A Mortar_Width of 0% means there is no mortar and a Mortar_Width of 100% means there is nothing but mortar. This
control supports generators. The start (and end) of the mortar is the center of the left edge of the brick, and it changes in a clockwise direction. If mortar width is connected to a generator make sure the values
at the beginning and end of the generator are the same, or you will see a discontinuity in the mortar.
Use the Bevel_Width parameter on the bump version of this component to change the size of the bevel. The brick bevel starts at the center of the mortar and grows inward. A Bevel_Width of 0% means the
bricks have no bevel and will be perfectly flat. A Bevel_Width of 100% means the bevel goes all the way to the center of the brick and it will look like a pyramid. When the Bevel_Width equals the
Mortar_Width (the default), the mortar and the edge of the brick line up exactly. Increasing the Bevel_Width causes the brick to rise out of the mortar (the mortar stops before the bevel does).
Decreasing the Bevel_Width causes the brick to sink into the mortar (the bevel stops before the mortar does).
Hints!
Use the components in the Control class to mix up the values for the Bricks and make them more realistic.
Scale the component out, set the Sampling_Options to single sample mode, set the Mortar_Width to 0%
and hook a texture into the bricks. This will give a pixelized image. The aspect ratio of the pixels can be changed with the Width and Height parameters.
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