Modifier capabilities
Geometry-level brick and tile patterns applied directly to your mesh.
BricksPattern does not produce a texture map — it modifies the mesh itself. The result is a surface with actual raised or recessed element geometry that responds correctly to any lighting setup, especially in close-up renders.
Surface-conforming modifier
BricksPattern applies to any quad or poly mesh — flat walls, cylindrical columns, vaulted ceilings. The brick layout follows the local surface curvature and UV space, so curved surfaces look correct without manual adjustment.
Pattern types: masonry, parquet, paving
Choose from Running Bond (1:2, 1:3), Stack Bond, Flemish, Basket Weave, Herringbone, Hexagonal and more. Pattern geometry is built from parametric element dimensions: width, height, depth, and joint width.
Real joint geometry
Joints are three-dimensional: their depth, bevel angle and width are all controllable. This produces accurate shadowing and self-occlusion in renderers such as V-Ray and Corona without relying on bump or normal maps.
Per-element variation
Each brick or tile can receive individual random offsets in size, position and surface height. The variation is controlled by a seed value, giving you reproducible results while keeping the look natural and non-repetitive.
Automatic Material ID zones
BricksPattern assigns separate Material IDs to brick faces and joint faces. This lets you apply different materials — glazed vs matte, weathered vs fresh — to each zone using a standard Multi/Sub-Object material.
Works alongside BricksMap
BricksPattern and BricksMap are complementary. Use BricksMap for full-scene texture maps and repeated materials; use BricksPattern for foreground or hero elements that need real 3D brick topology for close-up camera shots.