I have a multi-faceted object which is supposed to look like it is built out of brick. I currently have it built as a single mesh and would prefer to keep it that way.
I need to brick on each face to appear aligned to the face, like it would be in real-life construction. Of course I don't want it to look like someone cut the shape out of a uni-directional infinite slab of brick texture.
So I thought I'd be real clever and try to use the face normals as a reference to rotate and align the texture to the face. But I'm having a tough time getting consistent results.
The screenshot below shows my object (yes, it's a fireplace). For reference, I've placed a plane next to it which simply shows the unmodified brick texture. I've also shown my current node setup to communicate my approach.
How can I accomplish what I'm trying to do here?