This is exactely what i was going to do !
You made an amazing enhancement on this and i sincerely preffer the stones irregularity than the regularity of the brick texture node.
It’s much more convenient ( though not yet finished ) for making old-looking medieval buildings walls.
I’ll be back on this soon ( i got to finish my basilica texturing first ) for finishing the sandstone ( or any other kind of mineral ) and the joints content…
Oh ok i got it
You also have to set H and V thickness variations do zero.
Btw @Akikun did a nice and clean work. I’m a bit ashamed for my messy nodes part.
I will clean this ASAP
Happy blending !
EDIT: same thing as my 1st post but much cleaner with groups
I also added some basic logical boolean operators ( wich are really missing in shaders code )
The result is the same as my 1st post ( except for the brick colors that i didn’t retrieve
I am glad you like it. You don’t have to be ashamed if your node setup is a mess. When I experiment with nodes, it’s very messy too. What’s important is to arrange the nodes properly when you are satisfied with the result so that when you come back later, you can easily see which part is doing what.
Spent some time playing with the shader.
Simplified the 4D noise textures and added a sandstone texture coming from blenderkit.
I also applied some few dirt on wall…
I just got a problem with digging the joints…
The result: