Node List#

Common Tabs#

Texture nodes#

Texture#

Note that this is a list of parameters that can be found in the Texture tab. Not all nodes have all these parameters.

  • Size: Method of setting the texture image resolution for this node.
    • From Graph: Take the image resolution from the graph settings found in the top bar of the Node Graph, the W and H parameters will multiply this resolution.

    • From Parent: Take the image resolution from an upstream node (if there is none, behavior is set to From Graph), the W and H parameters will multiply this resolution.

    • Absolute: Width and height resolution can be set using the W and H parameters.

  • Filtering: Method of interpolating between pixels for the inputted texture.
    • From Parent: Take the filtering method from the upstream node.

    • From Graph: Take the filtering method from the graph settings found in the top bar of the Node Graph.

    • Absolute: Set the filtering method manually.

Methods:
  • Point: no filtering, pixel values remain as they are, useful for pixel art.

  • Linear: interpolating the values linearly between pixels

  • Cubic: Using a cubic interpolator between pixels, gives a softer look.

  • Tiling: Sets the tiling option for this node.
    • From Parent: Take the tiling method from the upstream node.

    • From Graph: Take the tiling method from the graph settings found in the top bar of the Node Graph.

    • Absolute: Set tiling method manually.

Methods:
  • No tiling: Patterns are generated without regard for the edges being able to wrap around.

  • Tiling: Patterns are generated ensuring that the texture can be seamlessly tiled.

  • Horizontal, Vertical: Patterns are generated ensuring that the texture can be tiled horizontally or vertically.

  • HQ supersampling: If checked, the generation will include antialiasing to improve the generated texture. This can make hard edges look less jagged.

Blending#

This tab only shows when a texture is connected to the greyscale pin icon Background pin.

  • Blending type: Blending mode used to combine the current node with the background texture plugged into the greyscale pin icon Background pin.
    • Smoothness: Smoothness of the Min Darken and Max Lighten blending type. Higher values can reduce unnatural looking edges.

  • Cross mix: A value of 0% will give 100% background, a value of 50% will give a perfect blend of the background and foreground, a value of 100% will give 100% of foreground.

Geometry nodes#

Geometry#

greyscale icon Greyscale#

Category of nodes that generate greyscale textures.

fractal icon Fractal#

Generates a grayscale texture based on layering recursive patterns.

Texture#

Main#

  • Position: Center of the generated pattern. The patterns are the same at every 100% of translation.

  • Scale: Scale of the generated pattern.

  • Seed: Seed value used to randomize position, rotation, and anything dependant on random numbers. Different seeds give different results.

  • Add Z axis: Makes the fractal animatable on the Z axis to have the patterns evolve and move without changing its properties.

  • Z position: Position on the Z axis changing this value makes the patterns evolve and move without changing its properties. 0% and 100% result in the same pattern which is useful to create looping animations.
    • Z position modulation intensity: The amount of influence the greyscale texture connected to the greyscale pin icon Z position mod pin has. This blends between ignoring the connected input for modulation (0%) and fully multiplying the input with the Z position (100%)

  • Z Layers: Amount of slices on the Z axis. The way the pattern changes when changing the Z position is by interpolating between different Z layers, thus higher values will give more variations between 0% and 100%, lower values will allow for slower movement within a shorter time span.

    The following parameters are only available when not tiling!

  • Rotation: Orientation of the generated pattern.

  • Anisotropy: Defines how stretched the generated pattern is. A value of 0% (default) will not stretch the pattern. Positive values will squeeze the pattern horizontally, negative values will squeeze the pattern vertically.

Fractal#

  • Shape type: Shape used as splats. Options represent the shape it would have if it were a height map.
    • Cone: Starts in the center with a value of 1 and moves outwards in a circle ramping down to a value of 0.
      • Inner filling: Higher values will fill the inside of the cone, hardening the edge. Higher values would turn the cone into a cylinder if it were a height map.

    • Pyramid: Starts in the center with a value of 1 and moves outwards in a square ramping down to a value of 0. Pyramid uses 100% of the shape size compared to the regular polygon which is fitted within a circle.
      • Inner filling: Higher values will fill the inside of the pyramid, hardening the edges. Higher values would turn the pyramid into a cube if it were a height map.

    • Regular Polygon: Starts in the center with a value of 1 and moves outwards in a regular polygon ramping down to a value of 0.
      • Inner filling: Higher values will fill the inside of the regular polygon, hardening the edges. Higher values would turn the pointy shape into a beam if it were a height map.

      • Sides: Number of sides on the shape. 3 results in a triangle, 4 in a square, 5 in a pentagon etc.

      • Rounding: Rounding of the shape corners.

    • Regular Star: Starts in the center with a value of 1 and moves outwards in a regular star ramping down to a value of 0.
      • Inner filling: Higher values will fill the inside of the regular star, hardening the edges. Higher values would turn the pointy star shape into an extruded star if it were a height map.

      • Sides: Amount of points the star has.

      • Secondary size: Higher values reduce pinching on the star shape. Lower values make the stars pointier.

      • Rounding: Rounding of the star points.

    • Single pixel: Always uses a single pixel for splatting despite any settings. This will allow for interesting effects as it creates specific points on screen which can be used by the distance icon Distance node to create custom animatable voronoi patterns.

    When using an input pattern by connecting a greyscale texture to the greyscale pin icon Input Pattern pin this shape gets overwritten by the connected input pattern and is restored when disconnecting the input pattern.

    Also, the following parameters will appear for use with atlases which are textures containing a grid of multiple texture elements to be used for splatting.

  • Atlas size: Amount of elements in the input atlas.

  • Atlas modulation: Exposes the greyscale pin icon Atlas mod pin on the node. This will allow for an external texture to drive which element in the atlas is shown. If unchecked, a random element from the atlas is picked for each splat.
    • Atlas modulation intensity: Blends between randomizing all atlas elements (0%) and fully driving the atlas element selection by the external texture (100%).

  • Shape remap: Defines the remapping of the transition from the outside to the inside of the splat shape. This is basically a luminance curve applied to the splat shape before splatting.

  • Splat blending: Blending mode inside a given octave.
    • Add: Mathematically add the values of multiple octaves together.

    • Max: Takes the maximum pixel value when blending octaves.
      • Max smoothness: Smoothness of the maximum operation, higher values enforces a smoother blending.

  • Octave count: Number of layers of splatting. More octaves give more detailed noise patterns.

  • Lacunarity: Defining the change in grid size of the next octave. The sizes jump between the possible sizes when tiling.

  • Octave blending: Blending mode between octaves.
    • Blending ramp: Control additional variation of the octave blending. Try values around 50% first for the most balanced results. This parameter is not available when using the Fractional Brownian Motion or the Max octave blending.
      • Blending ramp modulation intensity: Blend between fully multiplying the blending ramp value with the value of the mask plugged in the greyscale pin icon Blending ramp mod pin (100%) and not using the connected input for modulation (0%). Negative values will use the input in an inverted way.

    • Max smoothness: Smoothness of the maximum operation, higher values can give smoother octave blending. (This parameter is only available when using the Max octave blending.)

  • Gain: Defining the change in amplitude of the next octave. Higher values will usually result in smaller details getting more defined.
    • Gain modulation intensity: Blend between fully multiplying the gain amount with the value of the mask plugged in the greyscale pin icon Gain mod pin (100%) and not using the connected input for modulation (0%). Negative values will use the input in an inverted way.

UV#

This tab only holds parameters when a UV texture is connected to the uv pin icon UV input pin.

  • Align to UVs: Method of aligning the splats to the UV flow.
    • Ignore: Individual splats won’t be deformed or rotated by the connected UV map.

    • Per Splat: Individual splats will be rotated by the connected UV map.

    • Per Pixel: Individual splats will be rotated and deformed by the connected UV map.

  • UV distortion: Amount of UV based distortion applied to the whole texture.
    • UV modulation intensity: Scale the intensity of the uv modulation according the value of the mask plugged in the greyscale pin icon UV mod pin.

Orientation#

  • Rotation range: Range of random rotation angles for the splats.

  • Flip randomization: Randomly flip (or not flip) the splats horizontally or vertically.

Size#

  • Scale range: Range of sizes for the splats relative to the grid cell size.
    • Scale modulation intensity: Scale the elements according the value of the mask plugged in the greyscale pin icon Scale mod pin.

  • Horizontal scale range: Range of horizontal scaling for the splats.

  • Vertical scale range: Range of vertical scaling for the splats.

Position#

  • Position randomization: Randomization amount for the splat position. 0% will align the splats to a grid, higher values will deviate from the grid to create a more organic look.

  • Horizontal randomization scale: Multiplier for the horizontal position randomization. A value of 0% will remove all horizontal translation created by the Position randomization parameter.

  • Vertical randomization scale: Multiplier for the vertical position randomization. A value of 0% will remove all vertical translation created by the Position randomization parameter.

  • Quincunx: Offsets every other column or row of splats by half a cell size. This is like the positioning of rows of bricks.

Visibility#

  • Intensity range: Range of intensities for the splats. Lower values result in darker splats, higher values result in brighter splats.
    • Intensity modulation intensity: Blend between fully multiplying the intensity of the elements with the value of the mask plugged in the greyscale pin icon Intensity mod pin (100%) and not using the connected input for modulation (0%)

  • Overall visibility chance: Probability of being visible per splat. Lower values will randomly remove more splats from the fractal. Modulating this parameter can be used to mask splats in all sorts of ways.
    • Visibility modulation intensity: Threshold to define the visibility of the splats based on the texture connected to the greyscale pin icon Visibility mod pin. Higher values result in more splats, negative values can be used to use the input in an inverted way.

    • Visibility modulation width: Defines the transition width between zero chance of being visible and maximum chance of being visible. Lowering this value is like clamping the modulation input to get harder masking.

Blending#

This tab only shows when a texture is connected to the greyscale pin icon Background pin.

Utils utils icon#

cartesian to polar icon Cartesian to Polar#

Converts an image from cartesian to polar format.

Texture#

Main#

  • Position: Center position of the projection. Position of the whole texture.

  • Rotation: Rotation of the projection. Orientation of the whole texture.

  • Scale: Scale of the projection. This is like zooming in or out on the texture.

  • Spiral: Angle offset based on distance from center. Higher values will give a more twisted, swirly look.

Shape#

  • Distance: Method of remapping the distance to the center.
    • Euclidean: Gives a circular look.

    • Chebyshev: Gives a square look.

    • Squircle: Gives a rounded square look.
      • Squircle factor: Rounding factor of the squircle.

  • Pinch: Center pinching. Higher values will pull the pixels more towards the center.

  • Perspective: Deform the polar coordinates to look like a tunnel.

Aperture#

  • Aperture angle: Angle defining the aperture coverage on the angular axis.

  • Aperture radial scaling: Width defining the aperture coverage on the radial axis. Scale the distance between the inside and outside. The scaling will be done from the circle defined in the Aperture radial centering parameter.

  • Aperture radial centering: Pivot for the aperture radial scaling. 0% will scale from the center, 100% will scale from the outer ring.

  • Out of range clamping: Clamp all repeating patterns outside of the 0 to 1 range.

Tiling#

  • Angular tiling: Tile the texture multiple times along the angular axis.

  • Radial tiling: Tile the texture multiple times along the radial axis.

  • HQ supersampling: Defines if the generation will include antialiasing to improve generated texture. This can make hard edges look less jagged.

  • Texture filtering: Defines the filtering used for any texture manipulation.

  • Filtering source: Defines the source used to define the texture filtering, either the graph, the first parent (or graph if no parents) or an absolute value.

  • Absolute height: Defines the absolute height size in pixels.

  • Absolute width: Defines the absolute width size in pixels.

  • Relative height: Defines the relative height size based on the size source.

  • Relative width: Defines the relative width size based on the size source.

  • Size source: Defines the source used to define the texture size, either the graph, the first parent (or graph if no parents) or an absolute value.

  • Texture tiling: Defines if the texture is tileable and on which axis.

  • Tiling source: Defines the source used to define the texture tiling, either the graph, the first parent (or graph if no parents) or an absolute value.

  • Blending type: Blending mode use to combine the current node with the background texture plugged in the pin ‘Background’

  • Smoothness: Smoothness of the smooth min and smooth max blending mode.

  • Overlap range: Overlap beginning and end to soften the seam visible when using a non-tiling input.

  • Overlap scale: Blend between scale overlap and clamp overlap mode. A setting of 100% effectively counteracts the pixel extension that occurs at seams due to the overlap range, which often results in improved blending.