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I was intrigued by this photo from Wikimedia commons

and inspired to create this similar structure

Front and back views of chapel

in Blender. Each brick in my model is a separate mesh, and in many cases, they are separate objects as well. I'm working on a means of using a model such as this one to create masonry textures like this one

that are not found in the usual texture repositories. To make the texture more realistic, I'd like to create a set of materials, in this case, brick hues, and have an automated method to randomly assign a different one of the elements in the set of materials to each successive mesh. Is there such a tool available, or do I have to do this manually for each of the 1000 or so meshes?

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  • $\begingroup$ The random output of the object info node will give you a random value per-object. If you plug it into a colorramp you can easily customize it to a set of picked colors $\endgroup$ – gandalf3 Dec 14 '15 at 6:39
  • $\begingroup$ Except that I specifically asked "without using nodes....", although I understand that in the absence of other factors, I may have to deal with nodes.... $\endgroup$ – brasshat Dec 14 '15 at 6:44
  • $\begingroup$ Ah, my bad. May I ask why you want to avoid using nodes? (you can set this up in the properties editor if it makes any difference) $\endgroup$ – gandalf3 Dec 14 '15 at 6:46
  • $\begingroup$ No particularly good reason. My use of Blender is primarily in support of a game which employs user created content, but has it's own game and rendering engine, so I've not yet taken the time to build a skillset using nodes. So if there' a way to avoid nodes at the moment, my preference is to take it. $\endgroup$ – brasshat Dec 14 '15 at 6:52
  • $\begingroup$ Perhaps object color or vertex colors might be of interest $\endgroup$ – gandalf3 Dec 14 '15 at 6:59

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