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I am a total beginner to Blender.

I want the checkered brick texture to be on all sides of the cube. How can I do this?

I have tried adding a texture coordinate with UV output connected to the brick texture's input vector.

Here is the rendered output and node setup:

cube

nodes

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    $\begingroup$ Have you tried unwrapping the cube as a cube projection? $\endgroup$ – Nate_Sycro27 Dec 30 '19 at 12:36
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This has a rather simple solution.
You almost got it right on your first try.

enter image description here

You have to connect your UV coordinates.
Add a Texture coordinate node - use the UV output.
Add a Mapping node - use it to rotate the checker texture.

Connect them like this, and you're good to go.

enter image description here

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  • $\begingroup$ That's a beautiful cube scene. Can you share the blend file? $\endgroup$ – rqgtytlpb Jan 4 at 1:57
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The Checker texture is 3D. It divides the given texture space into blocks. The Brick texture is 2D. It's calculated in U and V, but just projected through W.

So you can map the checker in a 3D space, (here, Object space) but the bricks need some kind of mapping onto 2D surfaces to look like bricks. The default UV map of a cube will do, here.

enter image description here

If you'd like some kind of procedural mapping that rotates the brick texture to line up with surfaces without an explicit UV map, you can use an approach something like this one

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  • $\begingroup$ Thanks for posting your answer. I had no idea these textures work differently. Well, always learning :). $\endgroup$ – Jachym Michal Dec 30 '19 at 9:44
  • $\begingroup$ You can always do what you've done, and take a 2D slice at W=0 out of the checker texture.. I just thought it was an opportunity to show the difference. $\endgroup$ – Robin Betts Dec 30 '19 at 9:56

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