Different tile patterns generated in Houdini COPs, with each tile separated and assigned a unique ID via connectivity
Transferring the pattern from COPs to UV mapped planar geometry, isolating each tile as it's own piece of connected geo, and sliding the rows to create a tiling/interlocking form.
Iterating over each individual tile in a loop to create the high resolution brick geometry.
The bricks after iterating through the entire loop, a low-resolution VDB remesh of the bricks to create "mortar", and then merging the bricks and mortar together.
Automated low-poly generation and UV mapping, high resolution vertex color data, and the baked output.
Assets brought into Unreal and using the baked vertex color textures to drive material creation.