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texturing bricks

BL
Bryan Lee
Fri, Nov 19, 2021 12:29 AM

I am thinking about creating a module that generates a brick wall.
That is:  a wall made from red kiln-fired bricks.

One of the things I want to do is add random texturing to each brick, i.e.
little pock-marks, holes, and chipped corners, instead of perfectly smooth
cubes.

My first thought is to have a 'brick' module that creates each brick and
differences out 10-20 randomly placed and rotated tiny cubeoids to add texture.
Generate each brick and place them in the wall one at a time.

But would it be more efficient, processing wise, to generate the whole wall
and then difference out a much larger pattern of cubes?

Any other thoughts on how to add randomness/physical texture to a model?

I am thinking about creating a module that generates a brick wall. That is: a wall made from red kiln-fired bricks. One of the things I want to do is add random texturing to each brick, i.e. little pock-marks, holes, and chipped corners, instead of perfectly smooth cubes. My first thought is to have a 'brick' module that creates each brick and differences out 10-20 randomly placed and rotated tiny cubeoids to add texture. Generate each brick and place them in the wall one at a time. But would it be more efficient, processing wise, to generate the whole wall and then difference out a much larger pattern of cubes? Any other thoughts on how to add randomness/physical texture to a model?
NH
nop head
Fri, Nov 19, 2021 9:12 AM

I think differencing 20 random cubes for each brick and then having dozens
of them to make a wall will take forever. Perhaps using surface() twice to
make the front anc back texture would be faster.

On Fri, 19 Nov 2021 at 00:29, Bryan Lee leebc11@acm.org wrote:

I am thinking about creating a module that generates a brick wall.
That is:  a wall made from red kiln-fired bricks.

One of the things I want to do is add random texturing to each brick, i.e.
little pock-marks, holes, and chipped corners, instead of perfectly smooth
cubes.

My first thought is to have a 'brick' module that creates each brick and
differences out 10-20 randomly placed and rotated tiny cubeoids to add
texture.
Generate each brick and place them in the wall one at a time.

But would it be more efficient, processing wise, to generate the whole wall
and then difference out a much larger pattern of cubes?

Any other thoughts on how to add randomness/physical texture to a model?


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I think differencing 20 random cubes for each brick and then having dozens of them to make a wall will take forever. Perhaps using surface() twice to make the front anc back texture would be faster. On Fri, 19 Nov 2021 at 00:29, Bryan Lee <leebc11@acm.org> wrote: > I am thinking about creating a module that generates a brick wall. > That is: a wall made from red kiln-fired bricks. > > One of the things I want to do is add random texturing to each brick, i.e. > little pock-marks, holes, and chipped corners, instead of perfectly smooth > cubes. > > > My first thought is to have a 'brick' module that creates each brick and > differences out 10-20 randomly placed and rotated tiny cubeoids to add > texture. > Generate each brick and place them in the wall one at a time. > > But would it be more efficient, processing wise, to generate the whole wall > and then difference out a much larger pattern of cubes? > > > Any other thoughts on how to add randomness/physical texture to a model? > _______________________________________________ > OpenSCAD mailing list > To unsubscribe send an email to discuss-leave@lists.openscad.org >
AD
Ari Diacou
Fri, Nov 19, 2021 2:11 PM

I already made the function in your 3rd and 4th paragraph:
https://www.thingiverse.com/thing:219574

On Fri, Nov 19, 2021 at 4:14 AM nop head nop.head@gmail.com wrote:

I think differencing 20 random cubes for each brick and then having dozens
of them to make a wall will take forever. Perhaps using surface() twice to
make the front anc back texture would be faster.

On Fri, 19 Nov 2021 at 00:29, Bryan Lee leebc11@acm.org wrote:

I am thinking about creating a module that generates a brick wall.
That is:  a wall made from red kiln-fired bricks.

One of the things I want to do is add random texturing to each brick, i.e.
little pock-marks, holes, and chipped corners, instead of perfectly smooth
cubes.

My first thought is to have a 'brick' module that creates each brick and
differences out 10-20 randomly placed and rotated tiny cubeoids to add
texture.
Generate each brick and place them in the wall one at a time.

But would it be more efficient, processing wise, to generate the whole
wall
and then difference out a much larger pattern of cubes?

Any other thoughts on how to add randomness/physical texture to a model?


OpenSCAD mailing list
To unsubscribe send an email to discuss-leave@lists.openscad.org


OpenSCAD mailing list
To unsubscribe send an email to discuss-leave@lists.openscad.org

I already made the function in your 3rd and 4th paragraph: https://www.thingiverse.com/thing:219574 On Fri, Nov 19, 2021 at 4:14 AM nop head <nop.head@gmail.com> wrote: > I think differencing 20 random cubes for each brick and then having dozens > of them to make a wall will take forever. Perhaps using surface() twice to > make the front anc back texture would be faster. > > On Fri, 19 Nov 2021 at 00:29, Bryan Lee <leebc11@acm.org> wrote: > >> I am thinking about creating a module that generates a brick wall. >> That is: a wall made from red kiln-fired bricks. >> >> One of the things I want to do is add random texturing to each brick, i.e. >> little pock-marks, holes, and chipped corners, instead of perfectly smooth >> cubes. >> >> >> My first thought is to have a 'brick' module that creates each brick and >> differences out 10-20 randomly placed and rotated tiny cubeoids to add >> texture. >> Generate each brick and place them in the wall one at a time. >> >> But would it be more efficient, processing wise, to generate the whole >> wall >> and then difference out a much larger pattern of cubes? >> >> >> Any other thoughts on how to add randomness/physical texture to a model? >> _______________________________________________ >> OpenSCAD mailing list >> To unsubscribe send an email to discuss-leave@lists.openscad.org >> > _______________________________________________ > OpenSCAD mailing list > To unsubscribe send an email to discuss-leave@lists.openscad.org >
JB
Jordan Brown
Sat, Nov 20, 2021 12:20 AM

On 11/18/2021 4:29 PM, Bryan Lee wrote:

I am thinking about creating a module that generates a brick wall.
That is:  a wall made from red kiln-fired bricks.

One of the things I want to do is add random texturing to each brick, i.e.
little pock-marks, holes, and chipped corners, instead of perfectly smooth
cubes.

How big?

I did bricks for my house model (25.4:1), so each brick is about 8mm
long, and between 3D printing irregularity and painting irregularity it
looks fine.  (Well, looks like I let the red get a bit too dark in places.)
https://cdn.thingiverse.com/assets/79/6c/f4/6c/f1/featured_preview_WIN_20200407_22_25_03_Pro.jpg

On 11/18/2021 4:29 PM, Bryan Lee wrote: > I am thinking about creating a module that generates a brick wall. > That is: a wall made from red kiln-fired bricks. > > One of the things I want to do is add random texturing to each brick, i.e. > little pock-marks, holes, and chipped corners, instead of perfectly smooth > cubes. > How big? I did bricks for my house model (25.4:1), so each brick is about 8mm long, and between 3D printing irregularity and painting irregularity it looks fine.  (Well, looks like I let the red get a bit too dark in places.) https://cdn.thingiverse.com/assets/79/6c/f4/6c/f1/featured_preview_WIN_20200407_22_25_03_Pro.jpg
RW
Raymond West
Sat, Nov 20, 2021 7:22 PM

On 19/11/2021 00:29, Bryan Lee wrote:

I am thinking about creating a module that generates a brick wall.
That is:  a wall made from red kiln-fired bricks.

One of the things I want to do is add random texturing to each brick, i.e.
little pock-marks, holes, and chipped corners, instead of perfectly smooth
cubes.

My first thought is to have a 'brick' module that creates each brick and
differences out 10-20 randomly placed and rotated tiny cubeoids to add texture.
Generate each brick and place them in the wall one at a time.

But would it be more efficient, processing wise, to generate the whole wall
and then difference out a much larger pattern of cubes?

Any other thoughts on how to add randomness/physical texture to a model?

Hi Bryan,

I spent a lot of time, two or three years ago producing paper printed
colour textured walls, brick and slate, and tiled rooves*, etc., but
none successfully in openscad, so far. As Jordan mentioned, it depends
on the scale, but most visible at small scale is the bonding, and the
variation in mortar thickness. On many walls, the mortar will be flush
with brick at a small scale, so will generally be exaggerated, but
little understanding of real brick laying (or even how thin mortar is
compared to brick size) is apparent in the current  plethora of  laser
cut/etched models at 4 /7mm scale. The imperfections scale down, with
object, so the mdf surface is good enough, and paint and filler does the
rest.

I was recently trying a similar random thing with blockwork in openscad,
with little success. I may pick it up again. But it is one thing to
generate a brick pattern, {garden wall bond?) , another to make it fit
properly into a predefined length (more apparent in slate/tiled roof, of
course). i was looking at it from modelling the block laying technique,
a block at a time, to give the effect that I wanted, not producing a
mechanical pattern.

If the challenge is to model a wall, then openscad is not ideal,
however, it maybe that the challenge is to use openscad to model a wall.

With your specific query, if you are having the equivalent of a sheet of
brick paper then it is not the same as, say, creating a wall 20ft long
by 6ft high and you will need  a different approach. to make it fit, it
needs cut bricks and/or varying mortar thickness, never at the end of
the row, and the bonding pattern arranged accordingly, else you'll upset
the 'rivet counters'.

Best wishes,

Ray

  • it's disputed!
On 19/11/2021 00:29, Bryan Lee wrote: > I am thinking about creating a module that generates a brick wall. > That is: a wall made from red kiln-fired bricks. > > One of the things I want to do is add random texturing to each brick, i.e. > little pock-marks, holes, and chipped corners, instead of perfectly smooth > cubes. > > > My first thought is to have a 'brick' module that creates each brick and > differences out 10-20 randomly placed and rotated tiny cubeoids to add texture. > Generate each brick and place them in the wall one at a time. > > But would it be more efficient, processing wise, to generate the whole wall > and then difference out a much larger pattern of cubes? > > > Any other thoughts on how to add randomness/physical texture to a model? Hi Bryan, I spent a lot of time, two or three years ago producing paper printed colour textured walls, brick and slate, and tiled rooves*, etc., but none successfully in openscad, so far. As Jordan mentioned, it depends on the scale, but most visible at small scale is the bonding, and the variation in mortar thickness. On many walls, the mortar will be flush with brick at a small scale, so will generally be exaggerated, but little understanding of real brick laying (or even how thin mortar is compared to brick size) is apparent in the current  plethora of  laser cut/etched models at 4 /7mm scale. The imperfections scale down, with object, so the mdf surface is good enough, and paint and filler does the rest. I was recently trying a similar random thing with blockwork in openscad, with little success. I may pick it up again. But it is one thing to generate a brick pattern, {garden wall bond?) , another to make it fit properly into a predefined length (more apparent in slate/tiled roof, of course). i was looking at it from modelling the block laying technique, a block at a time, to give the effect that I wanted, not producing a mechanical pattern. If the challenge is to model a wall, then openscad is not ideal, however, it maybe that the challenge is to use openscad to model a wall. With your specific query, if you are having the equivalent of a sheet of brick paper then it is not the same as, say, creating a wall 20ft long by 6ft high and you will need  a different approach. to make it fit, it needs cut bricks and/or varying mortar thickness, never at the end of the row, and the bonding pattern arranged accordingly, else you'll upset the 'rivet counters'. Best wishes, Ray * it's disputed!