Splatter X1 2D |
- Where to find it:
- Add Procedural Layer / Procedural / Extension Pack / Generators
- NodeGraph / Right Mouse Click / Add Nodes / Procedurals / Extension Pack / Generators
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This Node is also available as a Triplanar Version |
Designed for creating random patterns, Splatter nodes allow Texture Bombing with 1 Texture Input
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It is recommended to cache this node or attach a bake point after you are done tweaking it to keep its performance impact low |
Video |
Pattern Engine |
Pattern Engine Overview
This Node is part of a collection of Nodes making up the Pattern Engine:
- Pattern Generator X1 2D
- Pattern Generator X1 Triplanar
- Pattern Generator X4 2D
- Pattern Generator X4 Triplanar
- Symmetry Pattern X1 2D
- Symmetry Pattern X1 Triplanar
- Splatter X1 2D
- Splatter X1 Triplanar
- Splatter X4 2D
- Splatter X4 Triplanar
- Shape Splatter 2D
- Shape Splatter Triplanar
- Circular Pattern Generator X1 2D
- Circular Pattern Generator X1 Triplanar
Node Overview |
Node Ports |
- Output
The Default Output
- Pattern UVs
Outputs the UV coordinates of the cells
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Additional Information such as pattern rotation is encoded in the Blue and Alpha channel that might make this output appear transparent. The UV information is unaffected. |
- Pattern Center
Outputs the center UV coordinate for each cell as a uniform value across the entire cell
- Pattern Manifold
Outputs Manifold Data from the node that can be used to drive other nodes.
A simple example of a Pattern Generator Node driving another node via the Manifold Output
- Pattern Index
Outputs a R,G,B packed Index
- R - Row Index
Multiplies the normalized Row Number (0.0 - 1.0) against the result.
Each row will have a different value this way
- G - Column Index
Multiplies the normalized Column Number (0.0 - 1.0) against the result
Each column will have a different value this way
- B - Pattern Index
Multiplies the normalized Cell Number (0.0 - 1.0) against the result
Each cell will have a different value this way
- Pattern Scale
Change the Value of each Cell based on the Cell scale, defined in the size group
Evaluated are Random Size X/Y, Random Scale,Random Scale Map, Normal Map
Example of Scale Output
- Pattern Mask
Outputs the pure pattern result as a mask without the Background Color applied
- Pattern Random
Outputs the random signal used inside the node to randomize elements
- Manifold UV
Allows you to overwrite the UV Settings of the Node with a manifold node
- Edge Falloff
Allows you to overwrite the Edge Falloff Attribute in the Pattern Group
- Edge Softness
Allows you to overwrite the Edge Softness Attribute (Pattern Group) with a Node Connection
- Edge Roundness
Allows you to overwrite the Edge Roundness (Pattern Group) Attribute with a Node Connection
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Any value fed in through the Edge Ports on the Node is still multiplied against the corresponding Edge Slider in the Texture Groups of the Node. |
- Amount
Allows setting the Amount of Cells via a Nodegraph Input.
Will overwrite the Amount X and Amount Y Sliders.
Separate values can be fed to X and Y by specifying different values for Red and Green channel of the attached node stream
Allows for setting a Pattern Background. Fill Background needs to be turned on in the Color Group
- Bake Point Image
The Bake Point Image Port allows you to feed data into the Node from upstream nodes that have been baked via a bake point into the Node.
When the node is evaluated, the Bake Point attached to the Port will be sampled and the UDIM 1001 Image will be transferred into
the Image Attribute of the Node.
This allows you to create patterns and textures via a nodegraph and use them directly inside this node with an element of non-destructivness
Example of using a Nodegraph and a Bake Point to dynamically feed a Pattern Generator Node with Node Inputs
Node Properties |
MAIN TAB
- Random Seed
By modifying the Random Seed, different looks can be achieved with the otherwise same settings.
- Amount Multiplier
A multiplier on the amount of Cells generated. Each cell is processed independently with the given settings (Position, Rotation etc. etc.)
- Amount X
Amount of cells generated horizontally. Each cell is processed independently with the given settings (Position, Rotation etc. etc.)
- Amount Y
Amount of cells generated vertically. Each cell is processed independently with the given settings (Position, Rotation etc. etc.)
- Offset Random X
Randomly horizontally offsets the Pattern or Input Image within each cell
This is useful to have a more random look when using tileable textures
Example of randomly offsetting a tileable texture in X and Y
- Offset Random Y
Randomly vertically offsets the Pattern or Input Image within each cell
This is useful to have a more random look when using tileable textures
- Random Rotation
Applies a random rotation in 90 degree increments
- Keep Direction
if on, Random Rotation will rotate in 180 degrees to avoid changes of directions when using a texture map that has
directionality (e.g. woodgrain, brushed metal etc.)
- Map
Supply a texture map to use in the processing.
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This setting is only evaluated if Pattern is set to 'Input Image' |
- Mipmap Blur
Allows you to blur the input image. This feature requires Mari 4.6v2.
- Image Type
If an image is specified as a Normal Map, rotating images recalculates normal vectors for correct lighting results.
Below you can see an example of this. The Material and its normal map was rotated 90 degrees from its original output.
- With the Normal Map specified in the Image Type, Mari correctly recalculate the normal map vectors for rotation changes resulting in consistent lighting in viewport & render.
- If the Normal Map is treated as a 'Standard Texture', no normal orientation is recalcuated, resulting in incorrect lighting in viewport & render
- Alpha
Configure the Alpha Handling of the supplied image.
- From Map
The Transparency in your loaded texture map is used
- Alpha is Luminance
The Luminance of your loaded texture map is used as Alpha.
Black is transparent.
- Alpha is Inverted Luminance
The inverted Luminance of your loaded texture map is used as Alpha.
White is transparent.
- White
The Alpha of the loaded map is set to white resulting in the image being 100% opaque.
- Invert Map
Invert Input Image
- Blend Mode
The Blend Mode used to overlay a cell over other cells
Example of different effects achieved by changing the blend mode
The Edge Controls give you control over the edge transparency of the generated pattern, allowing you to create 'Brush Effects'
- Edge Falloff
Will contract the edges of your loaded textures. This parameter can also be mapped via the Nodegraph
- Edge Softness
Will feather the edges of your loaded textures from the start of the Edge Falloff to the centre of your texture.
This parameter can also be mapped via the Nodegraph
- Edge Roundness
Switches the Falloff from Square (0.0) to Radial (1.0).
This parameter can also be mapped via the Nodegraph
- Edge Distortion
The Edge Distortion is distorting the alpha in the softened areas based on the luminance of the pattern.
If Edge Distortion is 1.0 black parts of the pattern inside the cell will be hidden in the area of Edge Softness.
If Edge Distortion is -1.0 white parts of the pattern inside the cell will be hidden in the area of Edge Softness.
Example of raising Edge Distortion from 0 to 1
- Scale
A uniform scale factor.
- Random Scale
Mix Factor for uniform scale randomization.
Positive Values (0 - 1) will reduce the size of the cells randomly.
Positive Values (0 - 1) will increase the size of the cells randomly.
- Size X
The horizontal size of each cell
- Size Y
The vertical size of each cell
- Random Size X
Mix Factor for size randomization in X for each cell.
Positive Values (0 - 1) will squash the cells along X.
Negative Values (-1 - 0) will stretch the cells along X.
- Random Size Y
Mix Factor for size randomization in Y for each cell.
Positive Values (0 - 1) will squash the cells along Y.
Negative Values (-1 - 0) will stretch the cells along Y.
- Position Random X/Y
Randomly offset the Cell Positions along X and Y.
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Higher Position Random Values will require a higher Layer Cutoff Value, which in turn reduces performance. Often times the same look can be achieved with a lower Position Random Value |
- Global Offset X/Y
Applies a global offset of the generated Pattern (all cells) along X or Y
- Rotation
Applies a rotation to each cell
- Global Rotation
Rotates the end result of the Pattern Generation. (globally, instead of per cell)
- Rotation Pivot Centered
Controls the Rotation Pivot for the Global Rotation Slider.
If ticked on, the Pivot sits at the center of each UDIM (0.5,0.5)
If ticked off, the Pivot sits at U/V 0.0 of UDIM 1001
- Rotation Random
Applies a random rotation to Cells
- Rotation Steps
Determines the freedom of the Rotation Random.
WIth a value of 360, Rotation Random will rotate cells freely from 0 to 360 degrees.
With a value of e.g. 90, Rotation Random will rotate cells in a range from 0 to 90 degrees.
- Mask Random
Randomly hides Cells
- Noise Type
Determines the Noise Type used for hiding cells when using Mask Random.
- Noise Seed
Randomizes the Noise Type used for hiding cells when using Mask Random
Shape Masking applies a mask to all cells of the Node. The Mask is applied in binary mode - a cell is either fully visible or hidden.
Other than for example using a Probability Mask attached to the Node Input Port, a Mask will never "cut through" a cell.
- Use Shape Mask
Activate Shape Mask Mode
- Shape Mask
The Image to use as Shape Mask
- MipMap Blur
A blur applied to the Shape Mask Image
- Shape Threshold
The value of the map representing the pivot point between "hidden" and "visible"
- Mask Repeat
THe number of times the Mask Image is repeated
- Mask Repeat U
The number of times the Mask Image is repeated horizontally. Multiplies against the "Mask Repeat"
- Mask Repeat V
The number of times the Mask Image is repeated vertically. Multiplies against the "Mask Repeat"
- Mask Rotation
Rotation of the Mask Image
- Rotation Pivot Centered
If on, rotation is evaluated against the center position (0.5 / 0.5) of the UVs.
If a 2D Node is used (as opposed to a triplanar node), this will mean a unique rotation pivot in the center of each udim.
- Mask Offset U/V
Translation values for the Mask in U and V
- Layer Cutoff
The Layer Cutoff determines the number of iterations and radius around each cell the node runs through before it stops calculating.
If you are experiencing Seams this might be the reason
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Higher Layer Cutoff Values reduces performance ! Keep this value as low as possible without seeing seams |
To better understand this behavior and to anticipate consider this:
- By default each cell is generated in a grid pattern at a scale of 1.
- Each cell has an internal position of 0.0 for its own coordinate system
If you change the position of a cell from its original position of 0.0/0.0 the Layer Cutoff needs to be increased
for a wider sample radius. So for example
- adding a Random Position Value of 1.0/1.0 means we need to sample up to 1 additional cell around the original cell.
- We need to increase the Layer Cutoff to at least 2
- adding a Random Position Value of 2.0/2.0 means we need to sample up to 2 additional cell around the original cell.
- We need to increase the Layer Cutoff to at least 3
If you change the scale of a cell from its original scale of 1.0 the Layer Cutoff needs to be increased
for a wider sample radius. So for example
- Changing the Scale to 2 means we need to sample 1 additional cell around the original cell.
- We need to increase the Layer Cutoff to at least 2
- Changing the Scale to 4 means we need to sample 3 additional cell around the original cell.
- We need to increase the Layer Cutoff to at least 4
- Attenuation
Attenuation lowers the value of layers in the background successively for each Layer ID until it reaches a value of 0
If ticked on, the Pattern will be generated over the Background defined in the Background Color or the background attached to the Background Node port
- Background Color
The Background Color for the Pattern if Fill Background is ticked on. The Background Color is ignores if something is attached to the Background Node port
- Tint
Tint the result of the Pattern Generation with the specified color. Mutliplies the specified color against the result of the computation.
- Value Offset
Adds or subtracts the specified value from each layer of the pattern computation, lightening or darkening the output.
- Opacity
Set the Opacity for each cell
- Scale Normal Map Intensity
If a Normal Map is used in the Input Image, this slider can be used to modulate the normal strength based on the size of the feature
- Random Hue Multiplier
Affects how much the Hue is randomized in between cells
- Random Hue Min/Max
Sets the Min and Max Range for Random Hue changes in between cells
- Random Saturation Multiplier
Affects how much the Saturation is randomized in between cells
- Random Saturation Min/Max
Sets the Min and Max Range for Random Saturation changes in between cells
- Random Luminance Multiplier
Affects how much the Luminance is randomized in between cells
- Random Luminance Min/Max
Sets the Min and Max Range for Random Luminance changes in between cells
- Random Opacity Multiplier
Affects how much the Opacity is randomized in between cells
- Random Opacity Min/Max
Sets the Min and Max Range for Random Opacity changes in between cells
The Settings found in the Output Alphas Group determine how transparency of cell content is treated in the additional Output Ports of the Node
(Pattern UVs, Pattern Center, Pattern Index, Pattern Manifold and Pattern Scale)
- UVs premultiply
Premultiplies the transparency of cell content returned on the Pattern UVs output Port
- Center premultiply
Premultiplies the transparency of cell content returned on the Pattern Center output Port
- Index/Manifold premultiply
Premultiplies the transparency of cell content returned on the Pattern Index and Pattern Manifold output Ports
- Scale premultiply
Premultiplies the transparency of cell content returned on the Pattern Scale output Port
- Random premultiply
Premultiplies the transparency of cell content returned on the Pattern Random output Port
Tip |
If you are seeing seams in your pattern try raising the Layer Cutoff in the Layering Group.
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Higher Layer Cutoff Values reduces performance ! Keep this value as low as possible without seeing seams |