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?

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enter image description here

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    $\begingroup$ What are you concerned about? The diagonals? You're rotating in a diagonal axis (cross of world Z and normal.) Get angle to world Y and rotate in world Z instead. Will that work for XY planes? No, those need to be handled separately (cross product of normal and world Z for those is 0 vector anyways.) Or concerned about seams? Seams are unavoidable-- think about the center of your rotation. Solution? This is a good example of why you want to UV map a mesh. If you can't make a seamless, distortion free UV map, you can't make it any other way either. $\endgroup$
    – Nathan
    Apr 17 at 4:12
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    $\begingroup$ You might be interested in this answer $\endgroup$ Apr 17 at 11:09
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    $\begingroup$ @RobinBetts: Yes, that is exactly what I needed. I was able to complete my texture node setup by studying that answer and the others in that question. Thank you! $\endgroup$
    – rothloup
    Apr 18 at 22:22

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