Bricks tutorial

Bricks Corona material tutorial

I work as a CGI artist in the UK, bricks are used almost in every CGI for architecture and builders marketing.

So, I am posting here my approach to the brick textures.

  • In the slate material editor, bring in the Corona physical material.
  • Add a corona tile map, insert the individual brick dimensions (in my case, 22.5 cm by 6.5 cm with 1cm grout. Use real world scale for the mapping.)
  • You can use a noise in the gap distortion to make the bricks more uneven.
  • Find the brick your client requested or that you want online and download an image for the texture.

4-In a corona bitmap, load the downloaded image and crop the individual bricks. Create a bitmap for each individual brick.

5-Add a corona mapping randomizer between the multi map and tile map, this way we can break the repetition a bit more.

6- Add a Corona colour correct to the tile map to desaturate the texture and plug it to the bump slot. You can use a higher bump amount if needed.

7-Shift and drag the corona tile map to make a copy. Disconnect the tile colour and plug a new corona multimap. Make a single tile colour white and add some gamma variation to it.

8-Adjust the displacement and bump amounts in the corona physical material.

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9- Now for the grout, you can download a material from chaos cosmos. In my case, I am using concrete weathered.

10- Shift drag the tile map used for the displacement to make a copy and unplug the tile colour and make it solid black tiles with solid white grout. Adding a bit of gap blur on both the displacement and mask, helps preventing some artifacts.

11- Next add a corona layered material and plug both materials and the mask. Use the displacement from the base material only.

12- control the roughness of the bricks.

Render:

Thank you for sharing this, Victoria! That’s a solid and flexible workflow!

Alternatively, you could use the Corona Mapping Randomizer without the need to crop each individual brick: https://documentation.chaos.com/space/CRMAX/125081823/Corona+Mapping+Randomizer#Example:-Randomizing-a-Brick-Wall

This tutorial may be useful as well, though it’s a bit outdated: https://www.youtube.com/watch?v=4o3j7PBHLrQ

I like to have each brick tile just because it happened before, the client asking to remove darker or lighter bricks. this way I have full control of which bricks are being used and the amount.

Use “additional output” instead of copying the tilemap.

Definitely, wherever possible!

To use the aditional outputs instead of cloning the tile map:

On tile colour 1 we can add a Multimap, with 1 single slot in almost white and some random gamma (to create variation in brick displacement) and a colour map in black to gap 1. The respective output is plugged to the displacement. for colour input 2 use the black colour and a white map for the gap 2. Plug this output to the mask in the layered mat.

Any tutorials ppl would like to see, let me know. If I can I will write it.

Now that I’ve been working solely as a CGI artist, I miss teaching (I was an ATC 3ds max instructor from 2006 to 2012).

Awesome, thanks Victoria, Leo, and all for sharing knowledge and workflow. This is what the forums are all about! :slight_smile:

Could you sell the corona tile code to vray team (at a low price, they are good guys ;)? I need it in vray/vantage badly

You can use Bercon tiles with Vray. It is very similar and it is free to download from github, search for bercon maps it should be easy to find.

However I do not know if they work with Vantage.

I always hated it for bizarre sizing and generally too cumbersome UI, but the main problem is it’s not working with Vantage’s shading graph and tile transforms are not supported.

If you are talking about the Bercon Tile texture, that’s not true and our auto tests in Vantage have examples to prove it. In fact, some of the tile transforms will come out correct in Vantage and incorrect in V-Ray when applied to normal maps. Potentially you might have issues with bump maps, but you can always swap these with normal maps.

Vantage also allows you to combine the bercon tile texture with the MultiTexture plug-in and have a different image for each tile.

after some experiments i managed to make it look correctly. the trick was to use pure BerconTiles (with no bitmaps) in the Bump material and a single normal map (randomized with UVWRandomizer) in the Base material.

BerconTiles with enabled tile mapping and a bump bitmap in it looks wrong.

So, with a normal map you get the correct effect and with a bump map you get a bad result?

I noticed that you have pluged the same map to the diffuse and bump, Bump should only use grayscale values from 0 to 1 if possible in raw. My sugestion is to add either a colour correct before linking to the bump, and desaturating completely. Also, I can’t check at the moment if vray as a Bump map texture, that converts rgb images to bump map.

yeah I know, but with with raw+greyscale the results are identically wrong (in vantage). normals only.

well I was going to make a quick test with vantage, but in my case using corona live link and vantage, bercontiles do not display/translate.

Condolences. and Corona tiles?

Will test in a bit… Updating corona, V16 just came out from testing.

So, corona tiles also did not show in Vantage. I just updated both corona and vantage.

Vantage is giving me a very annoying connection warning, but live link was working, so I do not understand the connection warning.

I only used vantage in a few projects, I still find it not to be fit for most workflows due to important incompatibilities and lack of textures/material support. Forest pack trimming not compatible as well, need to use chaos scatter inside vantage. On my previous projects I also avoided using live link, I found that it is easier to work in vantage by exporting from 3ds max.

I do hope vantage gets good enough for me to have it in my animations workflow, but so far I could only use it a couple of times because for most use cases it is just underdeveloped.