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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Extensions%3A2.6%2FPy%2FScripts%2FAdd_Mesh%2FMasonry</id>
	<title>Extensions:2.6/Py/Scripts/Add Mesh/Masonry - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Extensions%3A2.6%2FPy%2FScripts%2FAdd_Mesh%2FMasonry"/>
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	<updated>2026-04-26T13:50:16Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Add_Mesh/Masonry&amp;diff=101265&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Add_Mesh/Masonry&amp;diff=101265&amp;oldid=prev"/>
		<updated>2018-06-28T19:40:09Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:40時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Add_Mesh/Masonry&amp;diff=101264&amp;oldid=prev</id>
		<title>wiki&gt;Jambay: link correction.</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Add_Mesh/Masonry&amp;diff=101264&amp;oldid=prev"/>
		<updated>2015-06-02T06:56:34Z</updated>

		<summary type="html">&lt;p&gt;link correction.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Add Masonry Wall =&lt;br /&gt;
The Masonry Add-On for Blender, in general, is used to create a &amp;quot;wall&amp;quot; with rows of &amp;quot;blocks&amp;quot;. It is easy to create a &amp;quot;castle-like&amp;quot; wall using the Masonry Add-On. It's easy to do a lot of things in Blender - Hopefully this will help you do them quicker/better.&lt;br /&gt;
&lt;br /&gt;
{{WikiTask/Done|Development and Documentation for 2.5x.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Warning/Important}}This tool is obsolete for 2.7x releases. See [https://developer.blender.org/T44022 Building Basics] for latest version Information.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{ScriptInfo&lt;br /&gt;
|name=Masonry Block Wall&lt;br /&gt;
|tooltip=Create a Block Wall at current 3D cursor&lt;br /&gt;
|menu=Group: Add Mesh&lt;br /&gt;
|version=v0.58&lt;br /&gt;
|blender=2.54 r32261 thru 2.56 r33949&lt;br /&gt;
|author=Dudecon (origin and 2.5x mods), Jambay (some 2.5x mods)&lt;br /&gt;
|license=GPL&lt;br /&gt;
|link=&lt;br /&gt;
|exe=&lt;br /&gt;
|modules=&lt;br /&gt;
|data=&lt;br /&gt;
|deps=&lt;br /&gt;
|download=https://developer.blender.org/diffusion/BAC/browse/master/add_mesh_building_objects/&lt;br /&gt;
|bugtracker=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Doc:2.5/Manual/Extensions/Python/Add-Ons|Using Add-ons]] to install/enable the script (standard procedure).&lt;br /&gt;
&lt;br /&gt;
Making a wall is based on the default Blender project; results, as described here, are simple and should work well with any custom setup are using.&lt;br /&gt;
You may need to adjust camera, lights, and other environment settings to get a decent render result.&lt;br /&gt;
&lt;br /&gt;
Use &amp;quot;a&amp;quot; {{Shortcut|a}} to deselect all objects. At least for now, script is not using [applied to] existing objects.&lt;br /&gt;
&lt;br /&gt;
This object offsets (centers) at the current 3D cursor. Set your 3D cursor to the origin/center point [{{Shortcut|shift|c}} to position at 0,0,0].&lt;br /&gt;
&lt;br /&gt;
Optionally set your view to &amp;quot;Front Ortho&amp;quot; - {{Shortcut/Keypress|pad1}}. Additionally use {{Shortcut/Keypress|pad5}} to set Ortho view if your current view is &amp;quot;Perspective&amp;quot;. If you don't have a &amp;quot;Numpad&amp;quot; on your keyboard use the &amp;quot;3D View&amp;quot; window, &amp;quot;View&amp;quot; menu, to set the desired view.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
When Blender is started, or script is enabled, check the &amp;quot;console&amp;quot; to see which version you are using and ensure there are no load errors.&lt;br /&gt;
&lt;br /&gt;
After adding an object, &amp;quot;mouse-over&amp;quot; the property values in Blender UI for general usage information.&lt;br /&gt;
&lt;br /&gt;
Variance properties [optional], &amp;quot;rand(+-)&amp;quot; functions, are used to affect the sizes of blocks = &amp;quot;Your results will vary.&amp;quot;&lt;br /&gt;
You may need to &amp;quot;try again&amp;quot; to get the desired results (use any property to rebuild). These are intended to create a more &amp;quot;realistic&amp;quot; result; set to 0 if you want something more consistent like bricks.&lt;br /&gt;
&lt;br /&gt;
There is only one wall object per &amp;quot;Add&amp;quot;. Every time you change a property it replaces the current wall object; no undo.&lt;br /&gt;
&lt;br /&gt;
No &amp;quot;Save/Load&amp;quot; properties (yet); all settings must be entered/modified manually.&lt;br /&gt;
&lt;br /&gt;
Since this script uses the &amp;quot;Toolbox&amp;quot; panel to provide a UI,&lt;br /&gt;
if you perform an action that changes the object status you will NOT be able to access the object properties for further modification.&lt;br /&gt;
You may move the cursor, save file, and various other operations that will not &amp;quot;close/replace&amp;quot; the current properties display.&lt;br /&gt;
You have to do all the wall edits before modifying with Blender; you can't get back to the properties if you change mode (i.e. edit) or add another object.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
No Guarantees that the user experience for Blender, UI, features, or screen-shots are the same as this documentation since they are still in development as of this writing.&lt;br /&gt;
However, every effort will be made to keep it current and working through the 2.5x release process.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Basics =&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Create a Wall ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Add&amp;gt;&amp;gt;Mesh&amp;gt;&amp;gt;Masonry&amp;gt;&amp;gt;Wall - create the default wall.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:DefWall.png|right|thumb|200px|Default Wall]]&lt;br /&gt;
The &amp;quot;wall&amp;quot; can be modified using the properties, or, as with any object, using built-in Blender functions. However, once you &amp;quot;complete&amp;quot; the wall you cannot return to the properties. Completion, in this case, means changing mode, adding another object, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can move the cursor, or select other objects, just don't perform any &amp;quot;actions&amp;quot;. You must complete the object modifications before using any built-in Blender tools.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
There are a lot of properties, options, that can be applied to the &amp;quot;wall&amp;quot;.&lt;br /&gt;
These are displayed in the Toolbox.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Settings ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
[[#Construct|Construct:]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Every time you change a property the [current] wall will regenerate unless this option is off. When off, no object will appear.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
[[#Wall Area|The &amp;quot;Wall Area&amp;quot;:]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;quot;Start&amp;quot; - Left (X), &amp;quot;End&amp;quot; - Right (X max), &amp;quot;Bottom&amp;quot; - Lower (Z), &amp;quot;Top&amp;quot; - Upper (Z max), define the &amp;quot;space&amp;quot; for the wall.&lt;br /&gt;
It is offset from the current cursor position. If you move the 3D cursor the [next] wall will generate at the selected cursor location.&lt;br /&gt;
&amp;quot;Edging&amp;quot; determines staggering on sides of wall.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
[[#Block Sizing|Block Sizing:]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Defines the [block] columns (width), rows (height), and thickness (depth) of the wall.&lt;br /&gt;
Merge Blocks will create &amp;quot;larger&amp;quot; blocks (converge) when the blocks are &amp;quot;very close&amp;quot;; does not apply if Variance is zero (0) for Block Sizing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
[[#Grout|Grout:]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;quot;Thickness&amp;quot; determines the &amp;quot;space&amp;quot; between blocks,&lt;br /&gt;
and is indented from the block face by &amp;quot;Depth&amp;quot;.&lt;br /&gt;
Currently does not create verts/faces so only Thickness is applicable.&lt;br /&gt;
&lt;br /&gt;
=== Extended Settings ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
[[#Wall Shape|Wall Shape:]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
The wall may be directly modified as a circle (Radial, bottom is center, a disc) or sloped (Curved along y-axis with top as origin).&lt;br /&gt;
If both options are used a &amp;quot;dome&amp;quot; is created (bottom becomes top).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
[[#Openings|Openings:]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Create gaps in the blocks that can be used as doors or windows.&lt;br /&gt;
The width (X+), height (Z+), indent (X), and Bottom (Z) define the area for the &amp;quot;hole&amp;quot;.&lt;br /&gt;
Arches &amp;quot;extend&amp;quot; the hole based on curve; if curve is less than half of width it will be smooth, else pointed.&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#Slots|Slots:]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Narrow openings, additional gaps, vertical (pointed) and/or horizontal.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
[[#Crenels|Crenelation:]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Gaps on top of wall.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
[[#Shelf|Shelf:]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Protrusion in defined area.&lt;br /&gt;
Uses block sizing values for rows and block widths.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
[[#Steps|Steps:]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Extruded decremental levels (steps) in defined area; left or right oriented.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Masonry Options =&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Making use of the properties available for the wall.&lt;br /&gt;
&lt;br /&gt;
The default wall is not suitable for more than basic results; some modifications are required. Defaults are intended for &amp;quot;simple use&amp;quot; and &amp;quot;ease of viewing&amp;quot;, not necessarily a final product.&lt;br /&gt;
&lt;br /&gt;
Options, when disabled, will collapse to simplify the user interface.&lt;br /&gt;
You will need to &amp;quot;select&amp;quot; some options in order to modify the properties.&lt;br /&gt;
Turning off an option will preserve any changes made, displaying last input if enabled again.&lt;br /&gt;
&lt;br /&gt;
Variance and Minimum are common options available for many properties.&lt;br /&gt;
The variance value applies a &amp;quot;random (+-)&amp;quot; difference to create an uneven appearance to the blocks; hopefully creating a more realistic result.&lt;br /&gt;
Minimum is a lower limit that the variation can result in, max limit is wall area.&lt;br /&gt;
&lt;br /&gt;
{{NiceTip|Fast usage|&lt;br /&gt;
You may want to turn off &amp;quot;Construct&amp;quot; so you aren't disappointed by intermediate results - each time you change a property the wall will regenerate.&lt;br /&gt;
&lt;br /&gt;
Use the {{Shortcut|tab}} [Tab] key to confirm an entry and move to next property for modification.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Construct&amp;quot;&amp;gt;&lt;br /&gt;
=== Construct ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Enables/Disables the regeneration of the object. When off, no object will appear, preventing calculations each time a property is changed.&lt;br /&gt;
&lt;br /&gt;
When &amp;quot;experimenting&amp;quot; keep this option on, but, if you have a complex object, or plan to change several properties, turn it off until you are ready to view the results.&lt;br /&gt;
&lt;br /&gt;
Using this as a toggle will &amp;quot;reprocess&amp;quot; properties and present a different result if variance options are used.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall Area ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
The &amp;quot;Wall Area&amp;quot; values define the limits of the wall,&lt;br /&gt;
they are zero (0) based,&lt;br /&gt;
relative to the current 3D cursor location.&lt;br /&gt;
If you move the 3D cursor the [next] wall will generate at the selected cursor location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Start&amp;quot; (X):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
x-origin: +-100;&lt;br /&gt;
Horizontal wall origin:&lt;br /&gt;
Left (X), 0 based from cursor,&lt;br /&gt;
cannot exceed the wall end (resets to 0).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;End&amp;quot; (X max):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
x-limit: 0 - 100;&lt;br /&gt;
Horizontal wall end, restricts right limit:&lt;br /&gt;
Right (X max),&lt;br /&gt;
0 based from cursor,&lt;br /&gt;
cannot be negative.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Bottom&amp;quot; (Z):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
y-origin: +-100;&lt;br /&gt;
Sets vertical (base) origin for wall:&lt;br /&gt;
Lower (Z),&lt;br /&gt;
does not prevent overlapping other options,&lt;br /&gt;
may cause unexpected results.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Top&amp;quot; (Z max):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
y-limit: 0 - 100;&lt;br /&gt;
High limit for wall: Upper (Z max),&lt;br /&gt;
cannot be negative.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
Edging:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
side stagger: 0 - 100;&lt;br /&gt;
Stagger blocks [alternately] on sides of wall:&lt;br /&gt;
Siding,&lt;br /&gt;
cannot be negative,&lt;br /&gt;
stagger alternates to &amp;quot;mesh&amp;quot; rows when joined,&lt;br /&gt;
set to 0 for &amp;quot;flat&amp;quot; sides.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Wall: ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
You can make the wall &amp;quot;disappear&amp;quot; by setting &amp;quot;Start and End to 0&amp;quot; [defaults may apply but still not display wall]. This allows viewing wall &amp;quot;extnsions&amp;quot; only; such as [opening] arches, steps, and shelves.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
When warping wall, use 370 degrees to match overlap, when edging is 1/2 of block width; if you're edging is something else, you'll need a different &amp;quot;circle&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple wall edge matching, &amp;quot;corners&amp;quot;, can be difficult to make a smooth &amp;quot;mesh&amp;quot; when duplicating.&lt;br /&gt;
Use 0 for &amp;quot;Edging&amp;quot;, or &amp;quot;Block Size Height Variance&amp;quot;, so rows/edges/ends match.&lt;br /&gt;
Except when &amp;quot;openings&amp;quot; affect row sizing, this should work.&lt;br /&gt;
Duplicate the wall,&lt;br /&gt;
relocate new wall horizontal or perpendicular (rotate -90) to original wall and match at edge/corner to connect.&lt;br /&gt;
Locate at inner stagger for extruded corners;&lt;br /&gt;
best if Block Width is more than Edging&lt;br /&gt;
(so blocks don't look like they'll fall off).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Set Edging greater than &amp;quot;Block Depth&amp;quot; for extruded corners&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Block Sizing ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Defines the the [block] columns (width), rows (height), and thickness (depth), of the wall for distribution of blocks in the wall area.&lt;br /&gt;
&lt;br /&gt;
Merge Blocks will create &amp;quot;larger&amp;quot; blocks&lt;br /&gt;
(converge)[vertically]&lt;br /&gt;
when the blocks are &amp;quot;very close&amp;quot;;&lt;br /&gt;
as a modifier to general wall block sizing.&lt;br /&gt;
Does not apply if Variance is zero (0) for Block Sizing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Width&amp;quot; (X):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
horizontal division (column) over area: 0.01 - 100;&lt;br /&gt;
Horizontal block size:&lt;br /&gt;
range (~X).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Height&amp;quot; (Y):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
vertical division (row) over area, 0.01 - 100.&lt;br /&gt;
Vertical block size:&lt;br /&gt;
range (~Y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Depth&amp;quot; (Z):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Thickness of wall, 0.01 - 100.&lt;br /&gt;
Tangential block size:&lt;br /&gt;
range (~Z).&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;size&amp;quot; setting has a Variance (randomization) and a Minimum (lower limit randomization).&lt;br /&gt;
&lt;br /&gt;
If Variance is 0 blocks will be consistent (same size) over area. Except: top and bottom rows are usually tallest by design; openings may &amp;quot;force&amp;quot; some rows to be a different size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Variance&amp;quot; (~):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
randomize block size in direction: 0 - 100;&lt;br /&gt;
Variable block size:&lt;br /&gt;
range (~n).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Minimum&amp;quot; (~):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
[least variation] block size, 0.01 - 100.&lt;br /&gt;
minimal block size:&lt;br /&gt;
range (~).&lt;br /&gt;
&lt;br /&gt;
==== Advanced Blocks: ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Variance is 0 blocks will be consistent (same size) over area. Except: top and bottom rows are usually taller by design; openings may &amp;quot;force&amp;quot; some rows to be a different size.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Change the block size - even if you plan to scale it later - yes, you should make them smaller to add &amp;quot;detail&amp;quot; to the general appearance, but big blocks, randomized, make a great result too.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Set Variance to more than main property value, interesting effects, especially with Depth; &amp;quot;Big Blocks&amp;quot; effect for all directions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Extensions to the wall, steps or shelves, use block sizing to fill the area; though steps fix height to &amp;quot;riser&amp;quot; setting.&lt;br /&gt;
Extensions may be obscured by wall blocks if the depth is greater than extension sizing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grout ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Spacing between blocks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Thickness&amp;quot; (~):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
The &amp;quot;space&amp;quot; between blocks: &lt;br /&gt;
Distance between blocks: +-10;&lt;br /&gt;
Block spacing:&lt;br /&gt;
range (~).&lt;br /&gt;
&lt;br /&gt;
Depth indents from the &amp;quot;face&amp;quot;,&lt;br /&gt;
Currently does not create vertexes,&lt;br /&gt;
so only Thickness is applicable.&lt;br /&gt;
&lt;br /&gt;
Variance (randomization) changes [affects] the sizing of blocks based on grout and affects &amp;quot;Merge Blocks&amp;quot; operation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall Shape ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Make wall circular (a disc), or curved (sloped); if both options are enabled a dome shape is created (bottom becomes top as per &amp;quot;Radial&amp;quot; operation).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Radial&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Make wall circular, flat, a disc. The bottom is used as the center of the circle, with the top as the outer edge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Curved&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Curve wall along y-axis, with top as origin; bottom will be offset from cursor.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Wall Shape: ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Create a tunnel by duplicating [or mirroring] a curved wall.&lt;br /&gt;
Top view {{Shortcut/Keypress|pad7}}, duplicate the wall {{Shortcut|shift|d}}, rotate 180 {{Shortcut|r}}; you now have a tunnel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Openings ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Gaps in masonry for use as doors or windows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Width&amp;quot; (X+):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Horizontal size of opening: 0.01 - 100;&lt;br /&gt;
Center offset from Indent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Height&amp;quot; (Z+):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Vertical size of opening: 0.01 - 100;&lt;br /&gt;
Center offset from Bottom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Indent&amp;quot; (X):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Horizontal center of opening: +-100;&lt;br /&gt;
Works with repeat to space openings over wall area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Bottom&amp;quot; (Z):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Vertical center of opening: +-100;&lt;br /&gt;
Set to Wall Area Bottom plus half of Opening Height for a door (no blocks across lower part of opening).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Bevel&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Taper blocks surrounding opening: +-10;&lt;br /&gt;
Use negative values to taper &amp;quot;back side&amp;quot; of blocks.&lt;br /&gt;
&lt;br /&gt;
Bevel will create a &amp;quot;tapered&amp;quot; stone effect by reducing the interior edge according to setting.&lt;br /&gt;
If Bevel exceeds block size (height, width, or arch thickness) odd results may occur.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Repeat&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Distribute openings across the Wall Area, centered to wall area, based on Opening Width and Indent.&lt;br /&gt;
Set Indent greater than Width to separate openings when using repeat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Arches&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Leave arches off for square openings, or set Curve to 0.&lt;br /&gt;
&lt;br /&gt;
Use Top or Bottom arch to set the curvature of the opening.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Curve&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Set the curvature for the opening: 0 - 100&lt;br /&gt;
&lt;br /&gt;
A Curve under half the opening Width will be smooth/flattened,&lt;br /&gt;
otherwise it is &amp;quot;pointed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Thickness&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Sets the &amp;quot;girth&amp;quot; of the arch stones: 0 - 100;&lt;br /&gt;
Works with Bevel.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Openings: ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Create circular openings by setting the &amp;quot;curve&amp;quot; for top and bottom arches to half the width and set height to 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slots ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Narrow slits (default settings); meant for view/arrow ports. However, properties can be modified to replicate similar results to standard &amp;quot;Openings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Indent&amp;quot; (X):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Horizontal center of opening: +-100;&lt;br /&gt;
Works with repeat to space openings over wall area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Opening&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Width (X+) for Vertical, Height (Z+) for Horizontal slots: 0.01 - 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Repeat&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Distribute openings across the Wall Area, centered to wall area, based on Opening Width and Indent.&lt;br /&gt;
Set Indent greater than &amp;quot;Opening&amp;quot; to separate slots when using repeat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Vertical&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Vertical slots are arched, based on the &amp;quot;Opening&amp;quot; (X+) and Height (Z+).&lt;br /&gt;
Arches are (extended) outside of opening.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Height&amp;quot; (Z+):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Vertical size of opening: 0.10 - 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Bottom&amp;quot; (Z):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Base for vertical opening: +-100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Horizontal&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Square openings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Width&amp;quot; (X+):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Horizontal size of opening: 0.10 - 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Bottom&amp;quot; (Z):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Vertical position for horizontal opening: +-100.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Slots: ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Bug/feature: overlapping openings create &amp;quot;blocks&amp;quot; in common (overlapped) area. For slots this appears to be a problem, when using both Vertical and Horizontal, but, when you match (overlap) slots to &amp;quot;standard openings&amp;quot; you get an inverse block creation that you may like.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crenels ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Crenelation, gaps along top of wall, are openings based on a percentage of the wall area (nominal) height and width.&lt;br /&gt;
Sizing is a &amp;quot;ratio&amp;quot; of wall area, 1 = 100%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Width %&amp;quot; (X distribution):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Horizontal size of opening: 0.10 - 1;&lt;br /&gt;
Create repeated openings across top of wall area.&lt;br /&gt;
Minimal block size area will be created, so Crenelation cannot actually be 100%, and thereby clip top of wall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Height %&amp;quot; (Z size):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Vertical size of opening: 0.10 - 1;&lt;br /&gt;
offset from top of wall area.&lt;br /&gt;
100% will create &amp;quot;columns&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shelf ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Add blocks to wall to make a platform, protrusion, in defined area.&lt;br /&gt;
Uses block sizing values for rows and block widths.&lt;br /&gt;
&lt;br /&gt;
Shelf will be obscured [not visible] if [half] block &amp;quot;Depth&amp;quot; is more than Depth of shelf. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Left&amp;quot; (X):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Horizontal origin: +-100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Bottom&amp;quot; (Z):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Vertical origin: +-100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Height&amp;quot; (Z+):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Vertical size of shelf: 0.01 - 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Width&amp;quot; (X+):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Horizontal size of shelf: 0.01 - 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Depth&amp;quot; (Y):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Thickness of shelf: 0.01 - 100;&lt;br /&gt;
Offset from cursor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Backside&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Reverse Y so shelf is &amp;quot;behind&amp;quot; wall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steps ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Add extruded decremental levels in defined area to create steps.&lt;br /&gt;
Uses block sizing values for block widths; does not vary grout.&lt;br /&gt;
&lt;br /&gt;
Steps will be obscured [not visible] if [half] block &amp;quot;Depth&amp;quot; is more than Depth of steps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Riser&amp;quot; and &amp;quot;Tread&amp;quot; determine the step sizing. If the values do not fit within the &amp;quot;area&amp;quot; the steps may not reach the top.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Left&amp;quot; (X):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Horizontal origin: +-100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Bottom&amp;quot; (Z):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Vertical origin: +-100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Height&amp;quot; (Z+):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Vertical area of steps: 0.01 - 100;&lt;br /&gt;
Offset from &amp;quot;Bottom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Width&amp;quot; (X+):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Horizontal area of steps: 0.01 - 100.&lt;br /&gt;
Offset from &amp;quot;Left&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Depth&amp;quot; (Y):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Thickness of steps: 0.01 - 100;&lt;br /&gt;
Offset from cursor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Riser&amp;quot; (step height):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Height of steps: 0.01 - 100;&lt;br /&gt;
Determines the row height for each step.&lt;br /&gt;
&lt;br /&gt;
Bug: Single step max not clipped to step &amp;quot;area&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Tread&amp;quot; (step width):&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Width of steps: 0.01 - 100;&lt;br /&gt;
Determines the block width for each step. Blocks used to &amp;quot;fill&amp;quot; the row are based on wall block width settings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;High Left&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Reverse &amp;quot;start&amp;quot; to be on right of area;&lt;br /&gt;
Lower Left to Upper Right is default construction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;No Blocks&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Creates &amp;quot;cantilevered&amp;quot; steps, that do not have supporting blocks under steps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;quot;Backside&amp;quot;:&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
Reverse Y so steps are &amp;quot;behind&amp;quot; wall.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Blender Tools =&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Modifications you may want to apply to an object using built-in Blender capabilities.&lt;br /&gt;
&lt;br /&gt;
== Bevel ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Square blocks minimize the number of vertex points and faces but look artificial; put a bevel on the blocks to improve the general appearance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warning:&amp;lt;/b&amp;gt; Adding bevel will [at least] double the time it takes to render object - use this modifier sparingly; and it's best to wait until you're &amp;quot;almost done&amp;quot; before using it.&lt;br /&gt;
&lt;br /&gt;
Properties&amp;gt;&amp;gt;Tools&lt;br /&gt;
&lt;br /&gt;
Add Modifier - Select Bevel&lt;br /&gt;
Scale: 0.10 works just fine... :) &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Texture ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Put a &amp;quot;finish&amp;quot; on your stone-work:&lt;br /&gt;
This example describes using an image texture for simplicity. A &amp;quot;good&amp;quot; image, in this use case, will be large and have a lot of detail. The texture is applied to the object, not individual block elements.&lt;br /&gt;
&lt;br /&gt;
The following is basic, and standard procedure for applying a texture to an object.&lt;br /&gt;
&lt;br /&gt;
Select the object&lt;br /&gt;
Properties&amp;gt;&amp;gt;Material&lt;br /&gt;
&lt;br /&gt;
Add a new material.&lt;br /&gt;
Name it Wall-Material.&lt;br /&gt;
&lt;br /&gt;
Properties&amp;gt;&amp;gt;Texture&lt;br /&gt;
Add a new texture.&lt;br /&gt;
Name it Wall-Texture.&lt;br /&gt;
&lt;br /&gt;
Set &amp;quot;Type&amp;quot; to Image.&lt;br /&gt;
&lt;br /&gt;
Under Mapping tab, select Cube for projection.&lt;br /&gt;
&lt;br /&gt;
Under Image tab, &amp;quot;Open&amp;quot; and select texture image. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warp ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Create a tower/curved wall. Use smaller block sizes so the warped wall is smoother.&lt;br /&gt;
&lt;br /&gt;
Switch to edit mode.&lt;br /&gt;
&lt;br /&gt;
Set top view, ortho.&lt;br /&gt;
&lt;br /&gt;
Place the 3D cursor near center of wall and approximately 1/2 the wall width away.&lt;br /&gt;
&lt;br /&gt;
Shift-W to enable warp. Move cursor to curve the wall. LMB to confirm. You can manually adjust the curve to fine tune the edge position in the toolbox.&lt;br /&gt;
&lt;br /&gt;
Try different cursor locations and repeated warps for various effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CREDITS =&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
Thx2: Dudecon, Meta-Androcto, BA, Ton, Blender, et al.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Will do better next time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>wiki&gt;Jambay</name></author>
		
	</entry>
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