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 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 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
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 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