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Overview ¶
This node generates rectangular shapes to create various texture patterns.
It has various predefined pattern types that can be accessed from the Pattern Type menu. Optionally, Custom Pattern
gives controls to create more customized patterns.
Parameters ¶
Pattern ¶
Pattern ¶
Pattern Size
Controls the size of the pattern that tiles must cover. Usually this should be the size of the image.
Clip to Size
When Pattern Size is smaller than the image size, use this to control the tiles that have a centroid outside the given area.
Pattern Type
Sets various pre-defined pattern types. Choose Custom Pattern
to create a new pattern. Use the menu to the right side of this parameter
to control the amount of tiles in the selected pattern.
Stack Bond
The tiles are laid directly on top of one another with all joints aligned
Header Bond
The pattern is laid with the header course sitting halfway over the joints of the courses in the row below.
Stretcher Bond
The pattern is laid with the stretcher course sitting halfway over the joints of the courses in the row below.
Flamish Bond
Flemish bond is another traditional pattern where stretchers and headers are laid alternately in a single course.
American Bond
American Bond also referred to as Common Bond is a variation of the running bond patterns with a course of full headers at regular intervals.
Monk Bond
The monk bond is a variant of the Flemish bond and involves two stretchers between the headers in each course. The headers are centered over the joint between the two stretchers in the course below.
English Bond
A course of stretchers alternates with a course of headers. The stretcher course is each time started with a three-quarter brick.
Double English Bond
The pattern is made up of two alternating courses between headers and stretchers.
Windmill
Windmill Pattern requires a square tile enclosed by four rectangular tiles that are double the size of the square. The repetition results in a grid-like look.
Cross Hatch
In each tile lines are placed at an angle to one another.
Basketwave
Groups of warp and weft threads are interfaced so that they form a simple criss-cross pattern.
Hopscotch
Hopscotch is a modular tile pattern that is laid in a specific arrangement with two sizes of square tiles.
Herringbone N:1
The herringbone pattern is an arrangement of rectangles used for floor tilings and road pavement, so named for a fancied resemblance to the bones of a fish such as a herring. Use the parameter N to change the block edge length ratios for this pattern.
Herringbone 3:2
The herringbone pattern is an arrangement of rectangles used for floor tilings and road pavement, so named for a fancied resemblance to the bones of a fish such as a herring. This is a less common variation where the block edge length ratio is 3:2.
French Pattern
French Pattern or Versailles Pattern is a modular interlocking pattern that is reminiscent of a stone floor from the historic European palaces.
Custom Pattern
Provides controls to create a custom pattern.
The overall pattern is generated by defining tiles for the first row, which is located at the bottom of the pattern. The defined tiles repeat horizontally until they fill the row. You can also define multiple rows, and each row also repeats vertically until they fill the pattern.
Mode
Controls the mode by which to define the number of tiles in the pattern.
Seamless
Using the Divisions parameter the generated pattern is always tileable. A pattern that can be repeated seamlessly along a surface, creating the illusion of a larger and more detailed material.
Tile Count
In this mode, the size of the tiles are calculated based on the Rows and Columns parameters.
Tile Size
In this mode, Tile Width and Tile Height provide direct control over the size of the tiles.
Divisions
When Seamless mode is selected, it controls the size of the tiles making up the pattern.
Rows
When Tile Count mode is selected, it controls the number of rows in the pattern.
Columns
When Tile Count mode is selected, it controls the number of columns in the pattern.
Tile Width
When Tile Size mode is selected, it controls the horizontal size of the tiles.
Tile Height
When Tile Size mode is selected, it controls the vertical size of the tiles.
Iris
When Windmill is set, this controls the ratio between the central square and the four surrounding tiles. Increase this value to make the central tile larger.
Row Divisions
When Cross Hatch is set, this controls the number of tile divisions where the tile is divided horizontally.
Column Divisions
When Cross Hatch is set, this controls the number of tile divisions where the tile is divided vertically.
Row Thickness
When Basketwave is set, this controls the thickness of the tiles oriented horizontally.
Column Thickness
When Basketwave is set, this controls the thickness of the tiles oriented vertically.
Draw Square Bonds
When Basketwave is set, this controls whenever to draw the square tiles between the waves.
Tile Count
When Herringbone N:1 or Herringbone 3:2 and Tile Count mode are selected, it controls the number of tiles in the pattern.
Tile Size
When Herringbone N:1 or Herringbone 3:2 and Tile Size mode are selected, it controls the size of the tiles.
N
When Herringbone N:1 is set, this is the ratio that controls the thickness of the tile relative to the length. Increase this value to make the tiles thinner and elongated.
Flip Pattern
Flips the pattern 90 degrees.
Use Epxression
When this is off, the tile pattern is given by a nested multi-parameters. Turn this off to create the tile pattern using a custom tile expression.
Pattern Expression
Uses a special expression to define and repeat rows and columns until the pattern size is fully tiled.
Each row is defined in a new line using the following format:
[row_offset] [row_height] | [col_width1] [col_width2] For Example: [0.0] [0.2] | [0.2]
Use the additional flags followed by a value for advanced pattern creation:
[row_offset] [row_height] -s #.# | [col_width1 -h #.# -o #.# -v # -r #.#] [col_width2] ... -r #
-
-s (or —slide): Continuous offset for each row that is multiplied by the row number.
-
-h (or —height): This will overwrite the height of the column in the row, ignoring row height.
-
-o (or —offset): The vertical offset of a column in the row.
-
-v (or —visible): Whenever the column in the row is visible or not.
-
-r (or —rotate): The rotation of the column in the row.
-
-r (or —reflect): When columns need to repeat, always start from the first entry or from the last.
Number of Rows ¶
Visible
Sets the visibility of the row. Turn this off to hide the row.
Row # ¶
Offset
Sets the vertical offset of the columns in the row.
Reflect Block
When columns in the row need to be repeated, always start from the first entry or from the last.
Slide Offset
Continuous offset for each row that is multiplied by the row number.
Height
The vertical height of the columns in the row.
Number of Columns ¶
Visible
Sets the visibility of the column. Turn this off to hide the column.
Column #.# ¶
Width
The horizontal width of the column.
Height
This will overwrite the height of the column in the row, ignoring Height.
Offset
This will overwrite the vertical offset of the column in the row.
Rotate
The rotation of the column in the row.
Shape ¶
Controls the shape placed over the tiles.
Shape Class
Shapes are organized into various groups. Basic
shapes are consist of elementary algebraic shapes, while Marker
and Compound
contain shapes of various complexities.
Stretch Shape
Stretches the shape according to the tile ratio. Turn this off to not stretch the shape.
Basic Shapes
The list of available elementary algebraic shapes when Shape Class is set to Basic
.
See Basic Shapes for more information.
Markers
The list of available marker shapes when Shape Class is set to Marker
.
See Markers for more information.
Compound Shapes
The list of available complex shapes when Shape Class is set to Compound
.
See Compound Shapes for more information.
Basic Shapes ¶
Radius
The radius of the circle. Use this parameter to control the size of the circle.
Arc
When turned on, and the value is less than 1
, the circle becomes an open arc, which can be used to create shapes of a sliced pie.
Thickness
When turned on, and the value is less than 1
, the circle becomes hollowed, which can be used to create ring-like shapes.
Round Ends
When both Arc and Thickness are turned on, use this to make the end of the ring shape rounded.
Quadratic Circle
When turned on, the circle changes into a quadratic circle shape.
Size
Controls the horizontal and vertical size of the diamond shape.
Length
Sets the length of the line, which is oriented horizontally at the center. Turn on Use Points next to this parameter if you need to control the exact positions for the start and end points of the line.
Start Point
Sets the horizontal and vertical position for the start point of the line.
End Point
Sets the horizontal and vertical position for the end point of the line.
Add Thickness
When turned on, the start and end thickness of the lines can be controlled by Start Thickness and End Thickness.
Start Thickness
The thickness of the line at the start point.
End Thickness
The thickness of the line at the end point.
Bulge
When turned on, controls the thickness at the center of the line. A value of 0
means no bulging. In this mode, only Start Thickness is on to control the same thickness at both ends of the line.
Size
Controls the horizontal and vertical size of the rectangle shape.
Round Corners
When turned on, controls the roundness of the corners. With a value of 1
and both horizontal and vertical size is equal,
the shape becomes a circle. When this is set to 0
, the rectangle is not rounded. Use Separate Controls next to this parameter to control the roundness for each corner separately.
Separate Controls
When turned on, the roundness of each corner can be controlled separately.
Top Left
Controls the roundness for the top left corner of the rectangle. Value of 1
means the corner is rounded to the maximum, and the value of 0
means that the corner is not rounded.
Top Right
Controls the roundness for the top right corner of the rectangle. Value of 1
means the corner is rounded to the maximum, and the value of 0
means that the corner is not rounded.
Bottom Left
Controls the roundness for the bottom left corner of the rectangle. Value of 1
means the corner is rounded to the maximum, and the value of 0
means that the corner is not rounded.
Bottom Right
Controls the roundness for the bottom right corner of the rectangle. Value of 1
means the corner is rounded to the maximum, and the value of 0
means that the corner is not rounded.
Radius
The size of the radius for the polygon shape.
Number of Sides
Controls the number of sides for the polygon. The larger the number the more the shape will resemble a circle.
Radius
The size of the radius for the spiral shape.
Arc Bend
Controls how much each arc length segment should bend towards the center. When this value is set to 0
and the Number of Arcs
is set to 4, the arc is a perfect circle.
Number of Arcs
Controls the number of components the spiral is made of. When Arc Bend is set to 0
, a value of 4
creates a perfect circle.
Radius
The size of the radius for a squircle, which is a shape intermediate between a square and a circle.
Blend
Controls the shape of the squircle. The value of 2
creates a perfect circle. Values above this will blend the shape more into a square.
A value of 1
creates a diamond shape.
Radius
The size of the radius for the star shape.
Number of Sides
Controls the number of sides for the star. The larger the number, the more the shape will resemble a circle.
Angle Factor
Controls how much the center of the sides push towards the center of the shape. The angle factor of 2
will create a regular polygon shape instead of a star.
Height
Controls the vertical height of the trapezoid.
Bottom Length
Controls the horizontal length at the bottom of the trapezoid.
Top Length
Controls the horizontal length at the top of the trapezoid.
Width
Controls the horizontal length at the bottom of the triangle.
Height
Controls the vertical height of the triangle.
Use Points
When this is turned on, the three corners of the triangle are controlled by Point0, Point1 and Point2 parameters.
Point 0
Controls the bottom left corner position of the triangle.
Point 1
Controls the top corner position of the triangle.
Point 2
Controls the bottom right corner position of the triangle.
Arc
Controls the amount of distortion applied to the wave. Values closer to 0
will make the wave look like a flat line.
The value of 0.5
closer resembles a sine wave, while a value of 1
will fold the wave pattern onto each other.
Element Size
Controls the size of the wave pattern. Lower values will make smaller patterns.
Markers ¶
Size
The radius of the marker. Use this parameter to control the size of the shape.
Compound Shapes ¶
Width
Controls the horizontal width of the arch. Increase this value to make the shape wider.
Height
Controls the vertical height of the arch. The value of 0
creates a half-circle.
Length
Controls the overall length of the arrow, both shaft and head. After adjusting the length, use the Head Ratio to control the size of the head relative to the new arrow length.
Use Points
When this is turned on, the start and end points of the arrow can be controlled by Start Point and End Point parameters.
Start Point
Sets the horizontal and vertical position for the start point of the arrow.
End Point
Sets the horizontal and vertical position for the end point of the arrow.
Shaft Thickness
Sets the vertical thickness of the shaft of the arrow. Increase this parameter to make the shaft thicker.
Head Thickness
Sets the vertical thickness of the head of the arrow. Increase this parameter to make the head thicker.
Head Ratio
Sets the horizontal ratio between the head and the shaft of the arrow.
Cross Size
Controls the overall size of the cross shape.
Cross Inset
Controls the amount to chip away from the corners of a square. When this value is set to 0
, the result is a perfect square. Increasing this value
will chip away the shape starting from the corners of the square.
Cross Bevel
Controls the amount of rounding at the inner corner of the cross.
Radius
The size of the radius for the egg.
Roundness
Controls the roundness of the top edge of the egg. A value of 0
creates an egg shape with a sharp top edge, and increasing this value smooths the top edge.
The value of 1
will create a perfect circle shape.
Thickness
Controls the thickness of the fishscale shape. This shape is generally used for fishscale-like tile patterns.
Size
The overall size of the horseshoe.
Separation
Controls the arc length of the horseshoe. The value of 0
creates a perfect round shape, closing both ends of the horseshoe.
Length
Controls the extent of each end of the horseshoe.
Thickness
Controls the thickness of the horseshoe.
Outter Radius
Controls the overall radius of the moon. For a generic moon shape, this parameter should be larger than Inner Radius.
Inner Radius
Controls the radius of the shape that will be cut out from the body of the moon given by Outter Radius.
Inner Offset
The horizontal position of the inner shape given by Inner Radius to control where to cut into the moon.
Thickness
Controls the thickness of the octagon-dot shape. This shape is generally used for octagon-dot-like tile patterns.
Size
Controls the overall size of the cross. The value of 0
creates a perfect circle.
Thickness
Controls the thickness of the cross.
Radius
The size of the radius for the vesica.
Roundness
Controls the vertical thickness of the vesica shape. Increasing this value makes the shape more rounded.
Drawing ¶
Draw As
Controls how to draw the shape into the tile.
Filled
The tile will be filled with a single value based on Tile Value.
Distance
The shape will fade from the center towards the edges. The fading can be controlled using Fade Distance.
Gradient
The shape will be drawn as a gradient ramp.
Outline
Only the edges of the shape will be drawn as outlines.
Fade Distance
When Draw As is set to Distance, this controls the distance from the edge, from which the zero edge value fades into the Tile Value towards the center.
Rotate
When Type is set to Horizontal
or Vertical
, this is the rotation (in degrees) of the linear ramp.
Ramp Type
The type of ramp to generate.
Horizontal
Ramp is linear type with points horizontally.
Vertical
Ramp is linear type with points vertically.
Radial
Ramp is circular with points extending radially.
Concentric
Ramp is circular with points at varying distances from the center.
Gradient Ramp
Draws the shape as a gradient ramp.
For more information about using ramps, see Ramp parameters.
Outline Width
Controls the thickness of the outline. Increase this value to create a thicker outline.
Stamping ¶
Filter
The method used to sample the image.
The default value is Box
. See Filters for more information.
Blend Method
When mulitple stamps overlap, this controls how they blend together.
Depth-Sorted Over
The points are pre-sorted by their depth. The farthest ones are rendered first, so closer points paint over them. Because this needs to sort this can be expensive.
Unsorted Depth-Weighted Over
A non-linear weighting is applied that roughly approximates depth-sorting without the need for sorting.
Add
The stamps add together.
Subtract
Each stamp subtracts its value, likely requiring background to start non-zero.
Multiply
Each stamp multiplies its value, likely requiring background to start non-zero.
Maximum
The maximum of each stamp with the current background is used.
Minimum
The minimum of each stamp with the current background is used.
Randomize Stamp Order
Randomly varies the point order by which the points are stamped into the image. Change the value if the current variation is undesirable.
Value ¶
Tile Value
Controls the value of the shape inside the tile. Set Uniform to Set Varying on the right side of this parameter to randomize the value per tile.
Variation
The maximum allowed variation for the tiles. The value of 0
means no variation from Tile Value.
Seed
Controls random selection for variation. Change the value of the Seed if the current variation is undesirable.
Background Value
Controls the value outside of the shape.
Position ¶
Row Offset
Offsets the horizontal position of each tile with this amount.
Column Offset
Offsets the vertical position of each tile with this amount.
Row Slide Offset
Offsets each row horizontally with increasing amount based on the row number. This is used to create brick wall like patterns. To add further offset randomness to each row, change the menu on the right side of this parameter from Uniform to Set Varying.
Variation
Sets the maximum allowed row offset variation.
Seed
Controls random selection for variation. Change the value of the Seed if the current variation is undesirable.
Uniform Jitter
Controls the offset to move the points along the plane of grid. This is used to create positional randomness both horizontally and vertically for each tile.
Horizontal Jitter
Controls the offset to move the points horizontally along the plane of grid.
Vertical Jitter
Controls the offset to move the points vertically along the plane of grid.
Rotate ¶
Rotate Pattern
Rotates the pattern based on the value in degrees.
Rotate Tile
Rotates each tile from its center in degrees.
Rotate Variation
Sets the maximum allowed variation in degrees. Rotated angles will be between Rotate Tile - Rotate Variation
and Rotate Tile + Rotate Variation
.
Seed
Controls random selection for variation. Change the value of the Seed if the current variation is undesirable.
Checkerboard Rotate
Rotates the tiles that the rotation alternates between 0
and 90
degrees.
Orient Tiles
Sets the orientation attribute for the tiles. This ensures that using Horizontal Scale and Vertical Scale always scale the right edge of the tiles. Especially when the pattern consists of tiles that are both longer than wider and wider than longer.
Size ¶
Uniform Scale
Sets the scale for the tiles. Set Uniform to Set Varying on the right side of this parameter to randomize the scale per tile. The amount of scale depends on the size of each tile. If you need to dilate the tiles with equal amounts use Inset instead.
Variation
Sets the maximum allowed variation. The value of 0
means that there is no variation from Uniform Scale.
Seed
Controls random selection for variation. Change the value of the Seed if the current variation is undesirable.
Horizontal Scale
Sets the horizontal scale for the tiles. Set Uniform to Set Varying on the right side of this parameter to randomize the scale per tile.
Variation
Sets the maximum allowed variation. The value of 0
means that there is no variation from Horizontal Scale.
Vertical Scale
Sets the vertical scale for the tiles. Set Uniform to Set Varying on the right side of this parameter to randomize the scale per tile.
Variation
Sets the maximum allowed variation. The value of 0
means that there is no variation from Vertical Scale.
Inset
Dilates the edges of the tiles regardless of the height or width of each tile. Set Uniform to Set Varying on the right side of this parameter to randomize the inset per tile.
Variation
Sets the maximum allowed variation. The value of 0
means that there is no variation from Inset.
Prune Tiles ¶
Tile Selection ¶
By Tile Order
This menu controls the order by which the tiles are removed. If you turned on Row Offset or Column Offset or if you use a custom pattern, the first tile might not be the tile at the bottom left position.
Default
The ordering of the tiles is unchanged. As Threshold increases more and more tiles are removed starting from the bottom left corner of the pattern.
Reverse
The ordering of the tiles are reversed. As Threshold increases more and more tiles are removed starting from the top right corner of the pattern.
Random
The tiles are randomized.
Shift
The ordering of the tiles is unchanged. However, this method provides a control to shift the tile order.
Threshold
Controls the number of tiles to be removed. This is a normalized value, 0
does not remove any tiles, while the value of 1
removes all tiles in the pattern.
Turn on Negate Selection on the right side of this parameter to reverse the selection.
Negate Selection
When turned on, instead of deleting anything selected, it will delete anything not selected.
Seed
When Random tile order is selected, controls random selection for variation. Change the value of the Seed if the current variation is undesirable.
Offset
When Shift tile order is selected, offsets the tiles that are removed.
Every Nth Tile
When this is turned on, deletes every (number of the parameter) tile. Turn on Negate Selection on the right side of this parameter to reverse the selection.
Every Nth Row
When this is turned on, deletes every (number of the parameter) row. Turn on Negate Selection on the right side of this parameter to reverse the selection.
Every Nth Column
When this is turned on, deletes every (number of the parameter) column. Turn on Negate Selection on the right side of this parameter to reverse the selection.
Checkerboard
The removal alternates across the pattern.
Split Tiles ¶
Split Tiles ¶
Split Tiles
When this is turned on, tiles can be split according to various rules.
Iterations
When this is turned on, tiles that already split have a chance to split again iteratively. This number controls the maximum number of times a tile can be split.
Area Threshold
When this is turned on, any tile that has an area smaller than this value will not be split. Use this parameter to limit splitting small tiles.
Split Treshold
Controls the number of tiles to be split. This is a normalized value, 0
does not split any tiles, while the value of 1
splits all tiles in the pattern.
Number of Splits
When a tile is selected for split, this controls the number of splits for a tile. Set Uniform to Set Varying on the right side of this parameter to randomize the number of splits per tile.
Variation
Sets the maximum allowed variation. The value of 0
means that there is no variation from Number of Splits. While the value of 1
means that a tile can split 1
or Number of Splits-1
times.
Seed
Controls random selection for variation. Change the value of the Seed if the current variation is undesirable.
Jitter Scale
Controls the split position of the tiles. Set Uniform to Set Varying on the right side of this parameter to further randomize the number of splits per tile.
Variation
Sets the maximum allowed variation. The value of 0
means that there is no variation from Jitter Scale.
Orient Ratio
Controls whenever the tiles should be split horizontally or vertically. The value of 0
means that all tiles are split horizontally, and the value of 1
means that all tiles are split 'vertically'.
The value of 0.5
will split tiles both horizontally and vertically in equal ratio.
Inputs ¶
size_ref
A representative layer that determines the size of the output image and controls the metadata.
pointmask
An optional mask amount for points.
stamp0
An optional scaling amount for stamping.
Outputs ¶
tiles
The tiled layer.
id
An ID layer storing the ID values.
uv
A UV layer storing the UV values.
See also |