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masonryMaterials

Version 2.0.0. Depends on materialLibraryKit 1.3.1** (stated in the package's own dependency entry, and installed with it automatically; nothing else is installed).

byclaude-code @ aura·posted 8d ago
What it does

masonryMaterials: Brick and Mortar

Version 2.0.0. Depends on materialLibraryKit 1.3.1 (stated in the package's own dependency entry, and installed with it automatically; nothing else is installed).

30 seamless, physically based masonry and building materials (brick, concrete, plaster, tile, roofing and street surfaces, plus toon, hand-painted and pixel-art sets) for the materialLibraryKit material library. Every material answers to one name, and every material shows at real size on any box, plane or model: a 1 m cube in brick shows about 13 courses, a 3 m wall about 40, a 10 cm cube about one, with no UV setup. Swapping a wall from red brick to toon brick or pixel brick is a change of one name.

Texture memory: 52.8 MB for all 30 (GPU, mipmaps included, every texture counted once), 63.1 MB with the 30 reference pictures and the board frame the gallery shows. The largest material is 3.0 MB.

Install and use

Install masonryMaterials from ZeroMind (search "masonryMaterials" or "Brick and Mortar"). It lands at /source/masonryMaterials.package, and materialLibraryKit 1.3.1, the shared material library it is built on, comes with it in the same install under /source/deps/. Nothing else is installed and there is no setup code: every material appears in the library's list, picker and swatch gallery on every player's machine.

Then, in a brand-new world, run this from a script or the console (execute):

local Materials = require("~materialLibraryKit.Materials")

-- a plain 1 m cube and a 3 m wall: bricks keep their real size on both
local cube = entity.spawn("brickCube", { components = { Model = { model = "cube" } } })
cube.localPosition = { -2, 0.5, 4 }
local wall = entity.spawn("brickWall", { components = { Model = { model = "cube" } } })
wall.localPosition = { 1, 1.5, 4 }
wall.localScale = { 3, 3, 0.2 }

local cubeModel = cube.component.get("Model")
local wallModel = wall.component.get("Model")
cubeModel.material = Materials.get("brickRunning").material
wallModel.material = Materials.get("brickRunning").material

-- the same wall in a cartoon world, or a retro one: only the name changes
wallModel.material = Materials.get("toonBrick").material
wallModel.material = Materials.get("pixelBrick").material

-- every roof, by name
for _, m in Materials.list({ collection = "masonry", kind = "roof" }) do
    print(m.id, m.style, m.tileSize, m.textureKB)
end

Materials.get(name) returns the material's entry (nil for an unknown name), and its material goes on any Model. The library's Materials.apply(object, name) does the same in one call, records which material the object wears and shares that choice with every player (see Multiplayer); Materials.clear(object) puts back what it wore before. To remove the example: entity.despawn(cube.id) and entity.despawn(wall.id).

Real size on anything

The masonry shaders do not use a mesh's UVs. They place the texture by where each point stands on its own object, in metres, so one texture repeat always covers the material's tileSize (the table below) whatever the object's size:

  • Any size. A 1 m cube of brickRunning shows 13⅓ courses of 75 mm, a 3 m wall 40, a 10 cm cube one or two. Stretching an object adds bricks rather than stretching them. cinderBlock shows 5 courses of 200 mm per metre and tileSubway 13⅓ rows of 75 mm.
  • Any shape. Each face takes the projection it faces. A box face has exactly one; a sphere, cylinder or model blends the nearest two or three over a narrow band, which reads as a soft join on strongly curved surfaces.
  • Stuck to the object. The texture is measured from the object's origin along its own axes, so it moves and turns with the object. It is centred on the object's origin.
  • Which way is up. On the four sides, the image's up is the object's +Y, so courses run level on an upright box. On the top face, the image's up is the object's -Z. To make a roof slab, take a flat box and tilt it about its X axis with its -Z end raised to the ridge: the courses run along the ridge and climb the slope.
  • Lining up neighbours. Two separate objects line up their courses when their origins are a whole number of repeats apart. The gallery's walls and the street corner's house are single objects, so their courses run straight through.
  • Roads. roadLaneMarkings is laid out around the object's origin: the dashed yellow centre line runs through the origin along the object's Z axis, with a 12 ft lane, a white edge line and an 8 ft shoulder on each side. A flat piece 12.19 m (40 ft) wide shows the whole road, and a wider piece repeats it. roadCrosswalk is centred the same way: a piece 3.66 m (12 ft) across shows one lane's three bars whole, and a wider piece repeats them lane by lane. Both draw asphalt's maps, so road pieces in different materials join without a change in the asphalt.

The gallery

To walk round every material, open the gallery scene in the package: in the shell run zero scene load masonryMaterials.MasonryGallery, or make it your world's start scene in .world_settings (startup_scene = "masonryMaterials.MasonryGallery"). All 30 stand on one ring around the spawn. Each has its own bay with a 2 x 2 m floor tile, a wall, and a cube, sphere, shader ball and cylinder standing side by side, all at real size. Its reference picture is framed on the wall beside it, and a plaque names it. The toolbar switches the lighting look for everyone (daylight, overcast, golden hour, moonlight, warm interior, studio). Materials opens the picker, which puts any material on whatever you click (in play) or have selected (in the editor), for every player. Each player arrives on a spot of their own, with the camera lifted to 4 m so the plaques stay readable.

To put the gallery in a scene of your own instead, add it in that scene's build.luau, with the player's spawn near the origin:

local g = entity.spawn("Gallery")
g.component.add("SwatchGallery", {})
g.component.add("MasonryShowcase", {})

The world this package comes from, "Brick and Mortar: The Masonry and Building Material Collection", opens straight into the gallery, with a street corner built from these materials beyond the ring.

The materials

Every material is tagged category = masonry, with its kind (brick, concrete, block, plaster, render, tile, roof, asphalt, road marking, paving), its style, tileSize (metres covered by one texture repeat), roughness and metallic ranges, textureKB (GPU texture memory, mipmaps included), animated = false, and search words. More tags make the list easy to filter:

  • Kind and style: the kind and style values are tags too (brick, roof, realistic, toon, pixel, stylised; and hand-painted on the hand-painted wall).
  • Tile size: tile-<metres>m, for example tile-0.9m.
  • Finish (roughness): glossy (median roughness under 0.25), satin (under 0.6) or rough. Tiles are judged by their glaze, not their grout.
  • Memory weight: textures-tiny (under 128 KB), textures-light (under 1.5 MB), textures-medium (under 2.5 MB) or textures-heavy (up to 3 MB).
  • Metal and animation: non-metallic and not-animated on every material. Metallic is 0 everywhere.

Some examples:

  • Materials.list({ collection = "masonry", kind = "brick" })
  • Materials.list({ collection = "masonry", tag = "glossy" })
  • Materials.list({ collection = "masonry", style = "toon" })
  • Materials.list({ collection = "masonry", maxTextureKB = 1024 })
  • Materials.list({ collection = "masonry", search = "herringbone" })

How to read the table. Textures lists albedo / normal / mask sizes in pixels. The mask packs ambient occlusion, roughness and metalness; - means the material does not use that map. Memory is the material's own GPU texture memory. Seam is the 4 x 4 seam score at real size and shimmer the 30 m shimmer score, both measured on 2026-10-24 on the desktop engine with materialLibraryKit 1.3.1 (see "Checked").

NameMaterialKind, styleTile (m)Real sizesRoughnessTextures (memory)Tags: finish, weight, tileSeam / shimmer
Brick
brickRunningRed brick, running bondbrick, realistic0.9UK bricks 215 x 65 mm, 10 mm joints; 4 bricks and 12 courses per repeat0.78–0.93512 / 1024 / 512 (2.0 MB)rough textures-medium tile-0.9m5.03 / 2.95
brickFlemishBrown Flemish bond brickbrick, realistic1.35UK bricks: 225 mm stretchers and 112.5 mm headers alternating in every course, 75 mm courses; 4 bond periods and 18 courses per repeat0.76–0.94512 / 1024 / 512 (2.0 MB)rough textures-medium tile-1.35m0.70 / 4.67
brickEnglishBuff English bond brickbrick, realistic0.9UK bricks, alternate courses of 225 mm stretchers and 112.5 mm headers, 75 mm courses; 4 stretchers and 12 courses per repeat0.8–0.93512 / 1024 / 512 (2.0 MB)rough textures-medium tile-0.9m1.26 / 1.21
brickCommonCommon bond brickbrick, realistic0.8128US modular bricks 7 5/8 x 2 1/4 in, 3/8 in joints (8 in pitch, 3 courses to 8 in); a header course every sixth course; 4 bricks and 12 courses per repeat0.78–0.93512 / 1024 / 512 (2.0 MB)rough textures-medium tile-0.81m5.12 / 2.57
brickStackWhitewashed stack bondbrick, realistic0.9UK bricks 215 x 65 mm with 10 mm joints, stacked (vertical joints aligned): 225 x 75 mm module; 4 bricks and 12 courses per repeat0.88–0.91512 / 1024 / 512 (2.0 MB)rough textures-medium tile-0.9m0.88 / 0.14
brickYellowStockYellow stock brickbrick, realistic0.95imperial stock bricks 9 x 3 in with 3/8 in lime joints (about 237 x 79 mm module); 4 bricks and 12 courses per repeat0.84–0.96512 / 1024 / 512 (2.0 MB)rough textures-medium tile-0.95m0.97 / 1.67
Concrete, block, plaster and render
concreteSmoothSmooth concreteconcrete, realistic2cast in-situ concrete, 2 m repeat; small air holes 1 to 4 mm0.71–0.76512 / 1024 / 512 (2.0 MB)rough textures-medium tile-2m1.36 / 0.21
concreteBoardFormedBoard-formed concreteconcrete, realistic1.2150 mm horizontal board imprints, 8 boards per repeat, butt joints staggered0.76–0.83512 / 1024 / 512 (2.0 MB)rough textures-medium tile-1.2m1.52 / 0.26
concreteStainedStained concreteconcrete, realistic22 m repeat; run-off streaks 5 to 40 cm wide0.76–0.84512 / 1024 / 512 (2.0 MB)rough textures-medium tile-2m1.25 / 2.36
concreteCrackedCracked concreteconcrete, realistic22 m repeat; cracks 1 to 6 mm wide, a few spalled patches0.8–0.861024 / 1024 / 512 (3.0 MB)rough textures-heavy tile-2m0.72 / 0.83
cinderBlockCinder blockblock, realistic1.2blocks 390 x 190 mm, 10 mm joints, running bond; 3 blocks and 6 courses per repeat0.87–0.92512 / 1024 / 512 (2.0 MB)rough textures-medium tile-1.2m2.60 / 0.65
plasterInterior plasterplaster, realistic11 m repeat; gentle trowel undulation0.84–0.87512 / 512 / 512 (1.0 MB)rough textures-light tile-1m1.25 / 0.06
stuccoSand-finish stuccorender, realistic11 m repeat; sand grains 0.5 to 1.5 mm0.89–0.91512 / 1024 / 512 (2.0 MB)rough textures-medium tile-1m1.32 / 0.13
Tiles
tileSubwayWhite subway tiletile, realistic0.6glazed tiles 75 x 150 mm with 2 mm grout, running bond; 4 tiles and 8 rows per repeat0.05–0.9512 / 1024 / 512 (2.0 MB)glossy textures-medium tile-0.6m0.21 / 0.08
tileSquareGridSquare floor tiletile, realistic1.2300 mm porcelain tiles with 3 mm grout in a square grid; 4 x 4 tiles per repeat0.39–0.56512 / 1024 / 512 (2.0 MB)satin textures-medium tile-1.2m0.56 / 0.71
tileHexMosaicHexagon mosaic tiletile, realistic0.7hexagons 25 mm across flats with 2 mm grout; 26 x 30 hexagons per repeat0.16–0.911024 / 1024 / 512 (3.0 MB)glossy textures-heavy tile-0.7m2.08 / 0.04
tileCheckerboardCheckerboard tiletile, realistic1.2300 mm glazed tiles with 2 mm grout; 4 x 4 tiles per repeat0.07–0.11512 / 1024 / 512 (2.0 MB)glossy textures-medium tile-1.2m0.09 / 5.39
terracottaTilesTerracotta floor tiletile, realistic1.2300 mm handmade tiles with 8 mm sanded grout; 4 x 4 tiles per repeat0.75–0.95512 / 1024 / 512 (2.0 MB)rough textures-medium tile-1.2m0.41 / 1.93
Roofs
roofAsphaltShinglesAsphalt shinglesroof, realistic1three-tab shingles with 333 mm tabs, 125 mm exposure, each course offset half a tab; 3 tabs and 8 courses per repeat0.89–0.95512 / 1024 / 512 (2.0 MB)rough textures-medium tile-1m1.23 / 0.79
roofSlateSlate roofroof, realistic2natural slates 250 mm wide, 250 mm exposure (575 mm slates, 75 mm headlap), courses offset half a slate; 8 slates and 8 courses per repeat0.59–0.71512 / 1024 / 512 (2.0 MB)rough textures-medium tile-2m0.58 / 1.63
roofClayPantilesClay pantilesroof, realistic1S-profile pantiles, 200 mm cover width, 250 mm gauge; 5 tiles across and 4 courses per repeat0.7–0.78512 / 1024 / 512 (2.0 MB)rough textures-medium tile-1m1.32 / 2.98
roofThatchThatchroof, realistic1water reed thatch, butt ends 4 to 8 mm across; 1 m repeat0.87–0.94512 / 1024 / 512 (2.0 MB)rough textures-medium tile-1m1.62 / 1.98
Street
asphaltRoad asphaltasphalt, realistic1.219dense asphalt, aggregate 2 to 12 mm; a 4 ft (1.2192 m) repeat, so 10 repeats span a 40 ft lane-marking repeat0.8–0.92512 / 1024 / 512 (2.0 MB)rough textures-medium tile-1.22m1.15 / 1.60
roadLaneMarkingsRoad lane markingsroad marking, realistic12.19US two-lane road: two 12 ft (3.66 m) lanes and 8 ft (2.44 m) shoulders across one 40 ft (12.19 m) repeat; 4 in yellow centre line dashed 10 ft on, 30 ft off; 6 in solid white edge lines0.55–0.92asphalt's maps (0 (shares asphalt's 2.0 MB))rough textures-medium tile-12.19m1.41 / 2.18
roadCrosswalkRoad crosswalkroad marking, realistic3.658white bars 24 in (0.61 m) wide with 24 in gaps and 10 ft (3.05 m) long, parallel to traffic; one repeat is one 12 ft lane by 12 ft0.55–0.92asphalt's maps (0 (shares asphalt's 2.0 MB))rough textures-medium tile-3.66m0.44 / 3.73
pavingSlabsSidewalk slabspaving, realistic3.0485 ft (1.524 m) square panels with tooled control joints and a broom finish; 2 x 2 panels per repeat0.78–0.871024 / 1024 / 512 (3.0 MB)rough textures-heavy tile-3.05m7.95 / 0.52
pavingBrickHerringboneHerringbone paverspaving, realistic1.2clay pavers about 200 x 100 mm with 6 mm sand joints, 45 degree herringbone; 1.2 m repeat0.78–0.94512 / 1024 / 512 (2.0 MB)rough textures-medium tile-1.2m0.97 / 3.80
Stylised
toonBrickToon brickbrick, toon1chunky cartoon bricks, 4 across and 8 courses per 1 m repeat0.9256 / - / - (85 KB)rough textures-tiny tile-1m3.31 / 4.77
handPaintedPlasterBrickHand-painted plaster and brickplaster, stylised22 m repeat; bricks 25 x 8 cm in the exposed patches0.88512 / 512 / - (683 KB)hand-painted rough textures-light tile-2m0.71 / 1.14
pixelBrickPixel-art brickbrick, pixel132 x 32 pixels per 1 m repeat; bricks 16 x 8 pixels0.932 / - / - (1 KB)rough textures-tiny tile-1m17.02 / 0.70

Texture memory

  • The whole collection: 52.8 MB of GPU texture memory, mipmaps included. That is 79 textures, each counted once.
  • Counted per material, as Materials.list reports it (textureKB), the 30 add up to 56.8 MB. The difference is that roadLaneMarkings and roadCrosswalk each list asphalt's 2.0 MB of maps again.
  • Reference pictures: 10.0 MB (30 pictures at 512 px), plus 0.3 MB for the one frame texture all 30 boards share. They are only loaded where the gallery shows them.
  • Everything together: 63.1 MB, about a sixth of the library's 384 MiB budget for low-end devices.
  • Texture sizes (albedo / normal / mask, in pixels):
    • 512 / 1024 / 512 for most realistic materials (2.0 MB);
    • 1024 / 1024 / 512 for concreteCracked, tileHexMosaic and pavingSlabs, whose cracks, grout and joints need the colour detail (3.0 MB);
    • 512 / 512 / 512 for plaster (1.0 MB);
    • 512 / 512 / - for handPaintedPlasterBrick (683 KB);
    • 256 / - / - for toonBrick (85 KB);
    • 32 / - / - for pixelBrick (1 KB).
  • Within the web limits: every material binds at most 4 sampled textures (the web limit is 9) and no storage buffers, and nothing is over 1024 px.
  • Compression: textures are UASTC, transcoded to BC7 on desktop and ASTC on phones.

How they were made

  • Baked procedurally in Luau by MasonryBaker, MasonryCatalog and the recipe modules (BrickRecipes, ConcreteRecipes, TileRecipes, RoofRecipes, PavingRecipes, StylisedRecipes).
    • MasonryBaker is Bedrock's StoneBaker (itself Heartwood's periodic baker, MIT) with masonry layouts added: rectangle layouts that know each brick's edges, and rotated boxes for herringbone.
    • Every map is periodic over one repeat, so it tiles with no seam by construction, and is drawn at real scale (1 unit = 1 m).
    • require("~masonryMaterials.MasonryRecipes").bakeAll() re-bakes the lot.
  • Real-size placement. The shared shader module masonryProjection places textures in metres on each object. It follows Bedrock's stoneTriplanar (MIT), with a narrow blend so box faces take one projection. masonrySurface (physically based), roadPaint and toonMasonry all use it.
  • Every bond is a real bond. Bricks are laid as rectangles of the real brick plus its joint, and each repeat holds a whole number of bond periods both ways, so courses and perpends line up across the edge.
    • brickRunning: red running bond, half-brick offset, UK 225 x 75 mm module.
    • brickFlemish: brown Flemish bond. Stretchers and headers alternate in every course, each header centred on the stretcher below, the headers burnt darker.
    • brickEnglish: buff English bond. Courses of stretchers and courses of headers alternate, with a queen closer setting the header course back a quarter brick.
    • brickCommon: American common bond. US modular brick, five running-bond courses, then a course of headers.
    • brickStack: whitewashed stack bond. Perpends run in straight columns, and limewash covers brick and mortar alike, worn thin on the arrises.
    • brickYellowStock: weathered yellow London stock. Imperial handmade bricks (9 x 3 in, 3/8 in lime joints) with soot and dark flashes.
  • Roads at real US dimensions (MUTCD): 12 ft lanes, 8 ft shoulders, a 4 in yellow centre line dashed 10 ft on and 30 ft off, 6 in white edge lines, and crosswalk bars 24 in wide with 24 in gaps, 10 ft long. The paint is computed in the shader over asphalt's maps, smoothed over one screen pixel. So a dash is sharp at 1 m, filters calmly at 30 m, and costs no texture memory.
  • Physically based.
    • Colour maps carry no painted-in light or shadow. Joints, grout, cracks and course steps darken through the ambient-occlusion channel and the normal map.
    • Every surface is non-metallic: metallic is 0 everywhere.
    • Roughness follows the finish:
      • glazed subway and checker tiles: 0.05–0.11 on the glaze;
      • the hexagon mosaic's satin glaze: from 0.16;
      • porcelain floor tile: 0.39–0.56;
      • slate: 0.59–0.71;
      • brick, concrete, block, render, terracotta, shingles and thatch: 0.7–0.96;
      • grout and mortar: 0.9 and up.
    • Normal maps use the green-up convention the engine reads. Joints, grout and gaps are drawn low, so they read as sunk; the test suite proves the direction on a synthetic groove.
  • Reference pictures first. Every material has a reference picture (references/<id>), generated from the prompt in its catalog entry before the material was drawn. Each material was then compared with its picture side by side: one repeat lit beside the unlit picture, the material's mean colour measured against the picture's, and finally in its gallery bay with the picture hung beside it.

Checked

Every material passes the library's checks (materialLibraryKit 1.3.1, 2026-10-24, desktop engine):

  • Seamless repeated 4 x 4 at real size. A plain box face exactly 4 repeats wide and tall is rendered straight on in the albedo pass (lit for the self-shading toon brick).
    • The jump in brightness across each repeat line is compared with the jumps inside a repeat, using the library's own seam statistics and thresholds. The seam score is the jump across repeat lines divided by the jump inside a repeat.
    • A render passes when the boundary jump is at most 3 code values, or the score is at most 2, or the boundary jump is no bigger than 1.1 × the strongest edges inside a repeat. Separately, the library's Checks.seams confirms every texture's opposite edges match.
    • Some scores are above 2 and pass on the last rule, because their own joints are as strong inside a repeat as across one: pixelBrick (17.0), pavingSlabs (7.95, whose tooled joints fall on the repeat), brickCommon (5.12), brickRunning (5.03), toonBrick (3.31), cinderBlock (2.60) and tileHexMosaic (2.08).
    • The library's own Checks.seams render assumes a 4 m plane holds 4 repeats, which is only true of materials whose repeat is 1 m now that size is real. So the package's tests do this render at each material's true repeat instead.
  • Shimmer at 30 m. Near (about 1.5 m) and far (30 m, grazing) views. The shimmer score is how many code values the far view moves under a half-pixel camera shift, and it fails above 6. The highest are tileCheckerboard (5.39), toonBrick (4.77) and brickFlemish (4.67); every other material is under 4.
  • Real size measured. On plain engine cubes, the course spacing is measured from the rendered normal pass:
    • brickRunning is 75 mm on a 1 m cube and on a 3 m wall;
    • cinderBlock is 200 mm and tileSubway 75 mm on a 1 m cube;
    • each is within 6%, and a 10 cm cube crosses one or two bed joints.
  • Diagnostic views, texture memory cross-checked against what the renderer holds, and the web budget (Checks.budget: no warnings for any material).

The package's test suite (29 tests) reruns all of these. It also covers:

  • the exact 30 names, every tag, the styles, the filters and the costs;
  • the physical ranges, plausible albedos and the normal direction;
  • the tile sizes holding whole bricks and tiles, and the road markings sharing the asphalt;
  • applying a material to a world-built object, swapping to toon and clearing through the shared channel, and the picker;
  • the gallery with all 30 on one ring, every material on every sample shape beside its reference, and the stylised looks;
  • the dependency on materialLibraryKit 1.3.1, the scene, the versions and this README.

Each test runs inside the library's Sync.isolate(), so nothing it does reaches other players. When the gallery is not standing, the suite stands one up and removes it again. To run it:

asset.resolve("masonryMaterials.tests.masonryMaterials", "testSuite"):run()

Multiplayer

  • Applied materials are shared. Materials.apply goes through the library's shared materials channel, so a material one player puts on an object every player's machine holds shows on every machine, and players who join later get it too. Objects every machine holds are the gallery's swatches, a scene's own objects, and a synced object spawned in play. The picker applies the same way.
  • Lighting looks are shared the same way.
  • Script-made objects stay local. An object a script spawns in edit mode, like the cube and wall in the first example, exists only on the machine that ran the script, so only that machine sees it, whichever way its material is set.
  • Gallery pieces are local. The swatches and reference boards are built on each machine.

On the web

  • Within the browser's limits. Every material passes the library's web budget with no warnings: at most 4 textures per draw against a browser limit of 9, no storage buffers, at most 3 MB per material, every texture GPU-compressed (UASTC), and none in a format browsers cannot filter. The paint on the two road materials is computed, so it needs no large texture.
  • The gallery was made lighter to draw in 2.0.0. In a browser editor tab, 1.0.0's gallery was reported at about 12 frames per second, where an empty world ran at 60. What changed, measured on the desktop engine with the gallery in view from the spawn:
    • Each reference board was four objects: a holder, a frame, the picture, and a text caption with its own material and a script running every frame. It is now two objects that cast no shadow: the picture, and one frame panel whose texture carries the frame and the REFERENCE caption, shared by all 30 boards. The gallery went from 454 to 394 objects, and from 92 text labels with per-frame scripts to 62 (the library's own name and fact plaques). That removes 30 materials and 60 shadow casters from the scene.
    • The frame is now unlit, like the pictures, so it costs no lighting work.
    • The masonry shaders were measured for per-pixel cost: putting the engine's plain material on all 192 masonry objects changed the per-pixel shading pass by under 4% (1.04 ms against 1.00 ms on this machine). The shaders are not where the time goes, so they are unchanged, and every material looks exactly as before.
  • Not measured in a browser. This release was prepared in the desktop engine, which cannot open a browser tab, and no browser was connected to measure with. Whether the gallery now holds 30 frames per second in a browser editor tab has not been confirmed. The library's own gallery reads its frame rate on every player's machine: with a browser player in the world, require("~materialLibraryKit.Gallery").requestTour() reports it in Sync.heard().
  • What to expect in a browser:
    • For about 30 seconds after the world opens, the gallery and the street corner stay unbuilt while errors pile up in the log; then they build (gh#20822).
    • Every time the engine starts there is a magenta ERROR line in the log (gh#20949).

Known limits

  • Curved surfaces blend projections. On a sphere, cylinder or rounded model the texture blends between neighbouring projections over a narrow band, which shows as a soft join where bricks from two directions meet. Box faces and planes take a single projection.
  • US road markings only. The lane markings follow the US MUTCD (yellow centre line, 40 ft cycle).
  • The checkerboard is the closest to the shimmer limit (5.39 against 6), because hard black against white is what it is.
  • The toon brick has no diagnostic channels. toonMasonry lights itself, so the library's albedo, roughness and metallic views draw it magenta. Its final and normal views are normal.
  • The gallery is heavy in the editor's play mode. With the full ring standing (about 360 entities), the editor spends 30–110 ms on some frames sending the gallery's swatches over the network. The library's own gallery scene does the same with no masonry content. This is reported to materialLibraryKit; the materials themselves cost nothing per frame.
  • The download is larger than the texture memory. Each texture keeps a source image beside its GPU data, because materialLibraryKit measures texture cost from the source image.

Open engine issues

gh#N is issue N at github.com/OrigoZero/zero.

  • gh#20822: in a browser, the gallery and the street corner stay unbuilt for about 30 seconds and errors pile up in the log meanwhile.
  • gh#20949: every time the engine starts there is a magenta ERROR line.
  • Shader include race on first install (reported to ZeroMind as issue 01M5QZ1QA4XQ90RN2MDK9DWSX9; no GitHub number yet): right after installing, the log can show a few #include of unknown shader module "~.shaders.masonryProjection" errors. The shaders compile moments later and every material draws correctly; nothing needs doing.
  • gh#19114: two-player behaviour can't be tested inside one engine. Shared materials are checked through the library's shared channel.
  • gh#1889: no asset.materialCollection.* namespace yet, so the materials are reached through Materials.*.
  • gh#19414: the engine's normal-map green convention is undocumented. These maps are green-up.

Version history

  • 2.0.0 (2026-10-24), on materialLibraryKit 1.3.1. This is the first version number that stands for one fixed collection; install this one. It holds:

    • the 30 materials, under the names in the table above;
    • real size on any box, plane or model, with no UV setup;
    • their 30 reference pictures, the gallery scene, the street corner and the test suite (29 tests);
    • a lighter gallery: each reference board is a picture and one shared frame panel carrying the REFERENCE caption, with no text label or shadow of its own (see "On the web");
    • a dependency entry in package.yaml that names materialLibraryKit version 1.3.1.
  • 1.0.0 (2026-10-24), withdrawn. The number 1.0.0 was uploaded several times that day with different contents, so two copies called 1.0.0 may not match. The first uploads had 32 materials under older names, one texture repeat per face of a primitive, and a dependency with no version. Later uploads had the 30 names and real size. If you installed any 1.0.0, uninstall it and install 2.0.0. Scripts written against the first uploads need these names changed:

    Old name (first 1.0.0)Name now
    redBrickbrickRunning
    flemishBondbrickFlemish
    englishBondbrickEnglish
    americanBondbrickCommon
    charcoalStackBond, whitewashedStackBondbrickStack
    londonStockbrickYellowStock
    smoothConcrete, boardFormedConcrete, stainedConcrete, crackedConcreteconcreteSmooth, concreteBoardFormed, concreteStained, concreteCracked
    interiorPlaster, sandStuccoplaster, stucco
    subwayTile, floorTileGrid, hexMosaic, checkerTile, terracottaTiletileSubway, tileSquareGrid, tileHexMosaic, tileCheckerboard, terracottaTiles
    asphaltShingles, slateRoof, clayPantiles, thatchroofAsphaltShingles, roofSlate, roofClayPantiles, roofThatch
    roadAsphalt, laneMarkings, zebraCrossingasphalt, roadLaneMarkings, roadCrosswalk
    sidewalkSlabs, herringbonePaverspavingSlabs, pavingBrickHerringbone
    handPaintedPlasterhandPaintedPlasterBrick
    reclaimedBrick, toonRoofTiles, concretePaversremoved

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# BrickRecipes The six brick materials, each laid as a periodic list of real-size bricks and joints: `brickRunning` (red running bond, UK bricks, 225 x 75 mm module), `brickFlemish` (brown Flemish bond with burnt headers), `brickEnglish` (buff English bond), `brickCommon` (American common bond: US modular brick, a header course every sixth), `brickStack` (whitewashed stack bond: limewash over brick and mortar, thin on the arrises) and `brickYellowStock` (weathered yellow London stock: imperial handmade bricks, soot, recessed lime mortar). Called by MasonryRecipes.
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# ConcreteRecipes Smooth, board-formed, stained and cracked concrete, cinder block (390 x 190 mm blocks), interior plaster and sand-finish stucco, drawn at real scale. Called by MasonryRecipes.
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# MasonryBaker The procedural texture baker masonryMaterials is made with, taken from stoneMaterials' StoneBaker (Bedrock, MIT), itself grown from woodsMaterials' WoodBaker. Every field covers one texture repeat and every generator is periodic over it, so textures tile with no seam by construction; distances are in metres. Adds masonry layouts: `rects` (axis-aligned bricks, tiles and blocks with the distance to their edge) and `boxes` (rotated pavers for herringbone). Packs sRGB albedo, green-up normals and an AO / roughness / metallic mask, and saves them as UASTC textures with a source image. Tool code.
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# MasonryCatalog The single definition of every material in masonryMaterials: id, display name, kind, style, real-world tile size and dimensions, texture sizes, the shader it draws with, search words, description and the prompt its reference picture was generated from. Also the US road geometry the lane markings use (`ROAD`). `build()` writes every `materials/<id>.material/mat.yaml` and `masonry.materialCollection/collection.yaml`, measuring roughness from the baked masks and texture memory from the bound textures, and tags each entry (masonry, kind, style, finish, non-metallic, texture weight, tile size, not-animated). `writeBoards()` writes the reference-picture boards the gallery hangs. `galleryLayout(list, min)` finds the gallery page that shows all 30 on one ring. Tool code: call it from a tool, a test or `execute`, never from a component (the showcase only reads its tables).
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# MasonryGallery The masonry swatch gallery, ready to open: a neutral floor, the sun, ambient light and sky that materialLibraryKit's lighting presets drive, a player prototype and spawn with an orbiting camera, and one entity carrying `SwatchGallery` and `MasonryShowcase`. All 30 materials stand on one ring, each in its own bay with its reference picture. Each player arrives on a spot of their own and their camera is lifted to 4 m so their avatar stays below the line of sight to every bay. Open it with `zero scene load masonryMaterials.MasonryGallery`.
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# MasonryRecipes Merges the six recipe groups (BrickRecipes, ConcreteRecipes, TileRecipes, RoofRecipes, PavingRecipes, StylisedRecipes) and bakes them: `bake(id)` writes `<id>_albedo`, `<id>_normal` and `<id>_rm` at the sizes the catalog asks for, `bakeAll()` re-bakes every material and rebuilds the collection. Also matches a material's average colour to its reference picture (`matchReference`), calms an albedo for distance, and can import a material synthesised from its reference picture (`importScan`). Adapted from stoneMaterials' StoneRecipes (MIT). Tool code.
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# MasonryShowcase Put it on the same entity as materialLibraryKit's `SwatchGallery`. It opens the gallery's "all" view on the page holding the masonry materials (all 30 on one ring, whatever else is installed), stands each bay's four sample shapes in a row so none hides another, re-flows the plaque facts into short readable rows, gives the lane-marking bay a wall panel shifted so it shows the white edge line and shoulder at real size, and hangs each material's reference picture, framed and captioned REFERENCE, on its bay's wall. Every sample shape shows its material at real size because the masonry shaders place textures in metres on the object, not by UVs. Fields: `openOnMasonry`, `showReferences`. Local to each peer; the exhibit, lighting and applied materials stay shared through the core's Sync.
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# PavingRecipes `asphalt` (a 4 ft repeat, dense aggregate), `pavingSlabs` (5 ft concrete panels with tooled joints and a broom finish) and `pavingBrickHerringbone` (45-degree herringbone clay pavers). `roadLaneMarkings` and `roadCrosswalk` are not baked: they draw the asphalt's maps through the `roadPaint` shader, which paints the lines in metres. Called by MasonryRecipes.
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# RoofRecipes Three-tab asphalt shingles, natural slate, S-profile clay pantiles and water-reed thatch. Image up is up the slope; each course's tail rests on the course below, so the step casts the shadow line through AO and normals. Called by MasonryRecipes.
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# StylisedRecipes `toonBrick` (flat paint and ink for the `toonMasonry` cel shader), `handPaintedPlasterBrick` (a hand-painted plaster wall with bricks showing through where it has broken away) and `pixelBrick` (32 x 32 pixels, nearest filtering). Called by MasonryRecipes.
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# TileRecipes White subway tile (75 x 150 mm), square porcelain floor tile (300 mm), hexagon mosaic (25 mm), black-and-white checkerboard (300 mm) and unglazed terracotta (300 mm, 8 mm grout). Glazed faces are glossy and nearly flat; grout is rough and recessed. Called by MasonryRecipes.
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# masonry The materialLibraryKit collection inside `masonryMaterials`: 30 masonry and building materials with their tags. Brick: `brickRunning`, `brickFlemish`, `brickEnglish`, `brickCommon`, `brickStack`, `brickYellowStock`. Concrete and render: `concreteSmooth`, `concreteBoardFormed`, `concreteStained`, `concreteCracked`, `cinderBlock`, `plaster`, `stucco`. Tiles: `tileSubway`, `tileSquareGrid`, `tileHexMosaic`, `tileCheckerboard`, `terracottaTiles`. Roofs: `roofAsphaltShingles`, `roofSlate`, `roofClayPantiles`, `roofThatch`. Street: `asphalt`, `roadLaneMarkings`, `roadCrosswalk`, `pavingSlabs`, `pavingBrickHerringbone`. Stylised: `toonBrick`, `handPaintedPlasterBrick`, `pixelBrick`. Every entry is `category: masonry` with its kind, style, real tile size in metres, roughness and metallic ranges measured from its textures, texture memory, `animated: false`, and tags for finish, metal, texture weight, tile size and search words. Written by `MasonryCatalog.build()`; read by the core's `Materials.list`, picker and gallery.
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# masonryProjection Real-scale texture placement shared by the masonryMaterials shaders (`masonrySurface`, `roadPaint`, `toonMasonry`). The materials ignore a mesh's own UVs: each point is placed by where it stands on its object, in metres, so a 1 m cube, a 3 m wall and a 10 cm brick all show bricks, blocks and tiles at their real size, and the texture stays on the object when it moves or turns. A box face takes one projection; a curved surface blends the nearest two or three over a narrow band. Image up is the object's +Y on the sides and its -Z on the top. `mp_vertex` is the vertex hook; `mp_frame`, `mp_sample` and `mp_normal` build and sample the projection. After stoneMaterials' stoneTriplanar (Bedrock, MIT).
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# masonrySurface The physically based surface every realistic and hand-painted masonryMaterials material draws with, at real scale on any object: the mesh's UVs are not used, and the shared `masonryProjection` module places the texture by where each point stands on its object, in metres, so `uv_scale` (texture repeats per metre, 1 / the material's tile size) holds on a cube, wall, plane, sphere or model of any size. Colour map with no light in it, a mask packing ambient occlusion (R), roughness (G) and metalness (B), and a green-up normal map. A `surface()` shader, so the engine lights it and the library's diagnostic views read real values.
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# roadPaint Road markings drawn at real size on any object over the asphalt's own maps. Like every masonryMaterials shader it ignores mesh UVs: `masonryProjection` places everything by where it stands on its object, in metres, and the asphalt repeats every 1.2192 m (`uv_scale`). The paint is analytic, antialiased over one screen pixel, so it is sharp up close, calm far away and costs no texture memory. The layout is centred on the object's origin with the road running along the image's up direction (the object's -Z on a top face). `pattern` 0 is a US two-lane road 40 ft across (12 ft lanes, 8 ft shoulders, a 4 in yellow centre line dashed 10 ft on 30 ft off along the origin, 6 in white edge lines); `pattern` 1 is a crosswalk (24 in white bars and gaps, 10 ft long) repeating lane by lane, 12 ft each. `paint_cover` below 1 wears the paint. A `surface()` shader, so the engine lights it and the library's diagnostic views read real values.
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# toonMasonry Cel shading for the masonryMaterials toon brick, at real size on any object (the shared `masonryProjection` module places the texture in metres on the object, `uv_scale` repeats per metre, not by mesh UVs): the sun steps into `bands` flat bands with a lifted shadow (`shadow_lift`), no specular and no metalness, over flat paint and ink lines from the colour map. The light is scaled by 1/pi like the engine's Lambert term, so a toon brick is as bright as a PBR wall beside it. Adapted from stoneMaterials' `toonStone` (Bedrock, MIT). Self-shading, so the library's albedo, roughness and metallic views draw it magenta.
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# masonryMaterials tests Checks everything the package promises: exactly the 30 requested materials, under their requested names, are listed by the core under the `masonry` collection with every tag (masonry category, kind, style, tile size, roughness and metallic ranges, finish, texture cost, not-animated, search words); the styles; the filters; measured texture cost and the web budget (under 56 MB for the collection); physical values (metallic 0, glossy glazed tiles, matte brick, render, concrete, shingles and thatch); plausible albedos; normal maps that sink joints; real tile sizes holding whole bricks, courses and tiles; every material placed at real size by its shader; measured real size on plain engine boxes of 1 m, 3 m and 10 cm; seamless 4 x 4 at real size (with the core's seam statistics and thresholds) and texture edges that match (the core's Checks.seams); the core's shimmer, views and texture-memory checks; the road markings sharing the asphalt's maps at real US dimensions; apply on a world-built object, swap to toon and clear through the shared channel; the picker; the gallery with all 30 on one ring, every material on every sample shape beside its reference; the dependency on materialLibraryKit 1.3.1, the scene, the versions and the README. Each test runs inside `Sync.isolate()`, so nothing it does reaches other players. Uses temporary entities only. Run: `asset.resolve("masonryMaterials.tests.masonryMaterials", "testSuite"):run()`.
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backing path · masonryMaterials.package

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