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SharkD,
Thanks for your reply.
That's an interesting approach, but the lines would still be duplicated for each
section, which is not what I'm looking for. Also, there may be some coinciding
surfaces issues by just scaling the
bricks in the y direction, but they may not be visible enough for concern.
A similar effect can be achieved by using layered textures for each brick, as
demonstrated below. This eliminates the need to have a second brick object and avoids
the possible coinciding surfaces
issue.
// Replace both object statements in your code with this single statement
object {
o_Brick
translate <(X-18 #if(Z/2=int(Z/2)) +0.5 #end)*(8+l_Gap), 0, Z*(4+l_Gap)>/12
texture
{
pigment { eval_pigment(p_Brick, x*rand(l_Seed)) }
}
texture
{
pigment {p_Stripe}
}
}
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