brick wall displacement

hi guy i just wanted your comments on this wall that ive been testing.
basicly what i did is add a texture and gave it a displacement

please comment on it

i have a couple of questions

1] how could i make displacement of the brick borders to indent instead of extruding firther than the brick?

2] whats the best way to understad how to manage xyz of the texturing. how can i make the image follow to the other face of the cube?

question1: make a grayscale version of the texture and use that as a second texture and apply the disp to the grayscale and not the color. If it stands out instead of in push the Ne button that should inverse it. (make sure you keep the same offsets/sizes and axisses otherwise they won’t match) (or Bartleby’s method under my post, probably faster)

question2: to follow the cube in the Map input push the cube option istead of flat. xyz… well thats something else but it’s in fact just the swapping of the axisses. so now your original x became z, y is still y and z became x.



edit: the difference between makin a grayscale like in my method is that by playing with it’s contrast you will be able to make the mortar seems come out/in better. but pushing disp twice is indeed a good idea to invert :slight_smile:


  1. Click the “disp” button again to invert direction; the button label will turn yellow.
  2. On Map Input tab select “Cube” instead of “Flat” (second button block).


edtit: oops, too late…

thanks you alot

good one

hmm i tried this but its givving me a little problem.

i did exactly what ^^ you said but i dunno whats wrong,

here are the images that i used, one for displacement and for colour texturing

Do this.

  1. Select object you want to displace.
  2. Go to the “Material Buttons” tab under “Shading(F5)”.
  3. Make a material for the object. If you already made a material, skip this step.
  4. Go to the “Texture Buttons” tab under “Shading(F5)”.
  5. Add a new texture and make it the grayscale displacement image. If you already did all this, skip this step.
  6. Name the texture to “disp” without the quotes.
  7. Go to “Editing (F9)” tab.
  8. Add a modifier: “SubSurf”.
    9 Change the type of sub-division from “Catmull-Rom” to “Simple Subdiv.”
  9. Put all sub-division levels up to 6 (or whatever you think will work).
  10. Now make a new modifier: “Displace”.
  11. Put the “Strength” down to “0.1”.
  12. Under the name of the texture(under the “Displace” modifier), put in “disp” without the quotes.
  13. Put the Sub-Division levels up if you need to.
  14. Change the strength of the displacement if you need to.

there is nothing wrong, the displacement is just way to strong. In the Map to tab lower the disp value. Allso if I’m not mistaking Blender reads grayscales as 50% gray = no displacement. So now the white parts (the bricks) go out and the black parts go in.
So you should lower the disp value and/or you remake your grayscale and make the white 50% gray.


i shal try be right back

also, with the displace function, in materials, it is affected by the size of the object. so if you have changed the size of the object since it was created, you might want to do a ctrl A on it to apply scale. Something the size of the default cube, would be very sensitive, but if you enlarged it, and applied scale with ctrl A, it would become more managable. You could then shrink it, without applying scale, and it would retain it’s manageability. But, really, the displace modifier is superior, because with the materials method, everything comes out like stacked blocks, but with multires and the displace modifier, it’s more like a subsurfacing.
(edit) I take it back about the multires + disp modifier, I just did a test on a grid and I got more detail with the materials method and a subsurfacing.

thanx for advice, ill try it out

but hang on if black is too black and white is too white, then im sure i can just controll it using disp value, right?

by the way i forgot to mention i was subdividing more and more to get a clearer result, proberbly used subdivide 25. and i got the above results

henrymop i tried but results were not good, things got realy spiky (cube).

snelleeddy now i think the disp image was too strong and i will try the gray colour

i tried this, used a differenct brick wall.thought the old one was not the one i should use at this stage
no displacement modifier, just subsurf, used Ne, etc but im still not satisfied

hope im allowed to post images of this size :slight_smile:

Why are you not satified, it looks good imo.

The spec is to high and should be more redish but thats in the material and shader windows to adjust.

But the bricks look good, there is volume in them.

So please clarify what is still wrong.


i dunno i mean its proberbly not the right texture colour.
ok questions

1] how can i change hue / saturation of texture without changing it outside blender, so i got to learn how to change it within blender

2] am i doing it right by giving it subdivide value of 25, is it how its normally done, considering it may be used in an animation and rendering could take a long time?

There’s no saturation control in materials, but there’s brighness and contrast controls in textures, and I think that, if you layered the same image tex in the next channel up, set to ‘multiply’ in materials, instead of ‘mix’, then tweaked the brightness and contrast, you might be able to increase the saturation.
(edit) just tested it btw, works great.

had another go check it out

looks pretty convincing now, maybe a touch too saturated in a couple of places though, i wonder if reducing the contrast on one of the channels might even it out some.

It does look nice, but it comes at a hefty price - almost 500,000 verts. For a single cube. That is way too much for practical use, even though it might only be necessary for extreme close-ups.

…I’m currently searching of methods to achieve a good brick wall since I have a big project to texture. As it seems, displacement mapping is not the way to go, normal / bump mapping will have to do…

what you do, is you render your object with the disp texture but with the normal map col texture (orhere) as col map (orthographically). Then you just remove the disp texture and use your new render as nor texture together with the brick col texture, and you remove the subdivision.


I did a brick wall using only a normals map that is in my entry for the last BWC, i think this is it:
(edit) ok the first link i posted was the wrong one, but it’s fixed now