add_masonry
Generate real-scale brick, block, stone, or tile courses for walls, floors, chimneys, and steps via live Geometry Nodes modifier with adjustable mortar joints and per-unit depth/tone variation.
Instructions
Real bricks, blocks, stone courses or tiles cut from a solid (walls, chimneys, floors, steps): joints are real gaps with a mortar bed behind, every unit varies in depth and tone. Live Geometry Nodes modifier 'Roxy Masonry' (sliders) + a '_Mortar' child. add_damage chips the arrises; make_game_asset bakes it.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| up | No | Direction the courses stack (walls: z; floor tiles: y). | z |
| seed | No | ||
| along | No | Direction of the brick/tile length. | x |
| joint | No | Mortar/grout joint (m): bricks 0.01, tiles 0.002-0.005. | |
| objects | Yes | Object name or list of names. | |
| stagger | No | Offset of every other course: 0.5 running bond, 0 stack bond/grid tiles, 0.33 third bond. | |
| unit_length | No | Brick/block/tile length (m). Brick 0.215, block 0.44, tile 0.3-0.6. | |
| depth_jitter | No | Random in/out offset per unit (m) - old walls 0.003+. | |
| mortar_depth | No | Mortar bed set back from the face (m); 0 = open joints. | |
| course_height | No | Brick height / tile width (m). Brick 0.065, block 0.215. | |
| mortar_material | No | Material preset name (list_material_presets), or {preset, color, roughness, weathering, ...} like apply_material, or the name of an existing material. Presets with a real-world scan use Poly Haven automatically; {'polyhaven': 'mossy rock'} picks any Poly Haven texture by description. |