This is the best I have come up with for what I want. The Soldier course on top works ok because all I change is height and width of the brick. The wainscoat seems to change. I got one to work but when I applied the same material to another it comes out wrong. the wainscoat has a 15 degree downslope.
Myron Wilson TC16Pro
Here ya go, Myron. Open the attached .tcw (your drawing, with the wainscot material changed) and look at the wainscot material properties. Here are a couple of points worth remembering:
1) "Auto axis" Wrapping should be avoided IMO, mainly because a pattern wrapped this way won't stick to an object when it's moved.
2) "Constant" Reflectance cannot receive shadows and will not display any modeling; for example, a sphere with "Constant" reflectance will look like a flat disk no matter where it is viewed from. Thus it's generally used for special purposes and not applied to ordinary objects.
I used the "seeding" method of applying material to your wainscot objects, to avoid potential problems related to the Workplane(s) on which they were created. Briefly stated, this method consists of creating a tiny "seed" object (I prefer a Sphere) on the Workplane that the material is based upon, then applying that material to the seed. The seed is rotated if necessary to align its axes with those of the target object; then it's 3D-Added to the target (clicking the seed and then the target), usually after placing it at the latter's Center of Extents. The target should have NO material assigned before the 3D-Add operation.
In your drawing, the new material is based upon the World Workplane, so I drew four tiny spheres (one for each wainscot object) on that WP. I removed the material assignment from each wainscot; assigned the new material ("My rollock S-S2") to each sphere; placed one sphere at the Center of Extents of each wainscot and rotated two of them about their Z axes so the +X direction of the sphere coincided with the +X direction of the wainscot; 3D added each sphere to its surrounding wainscot.
Henry H
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