Splatter X1 Triplanar


  • Where to find it:


    • Add Procedural Layer / Procedural / Extension Pack / Generators


    • NodeGraph / Right Mouse Click / Add Nodes / Procedurals / Extension Pack / Generators



This Node is also available as a 2D Version






Designed for creating random patterns, Splatter nodes allow Texture Bombing with 1 Texture Input




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


This Node shares Attributes with the Main Pattern Generator Nodes.

An in-depth tutorial on every feature of the Pattern Generator Nodes can be found below:




Pattern Engine


Pattern Engine Overview


This Node is part of a collection of Nodes making up the Pattern Engine:

Node Overview




Node Outputs


  • Output

The Default Output


  • Pattern UVs

Outputs the UV coordinates of the cells




  • 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.

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

Node Ports



  • Edge Falloff

Allows you to overwrite the Edge Falloff Attribute in the Pattern Group



  • Edge Softness

Allows you to overwrite the  Edge Softness Attribute with a Node Connection


  • Edge Roundness

Allows you to overwrite the  Edge Roundness Attribute with a Node Connection




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


  • Background

Allows for setting a Pattern Background. Fill Background needs to be turned on



  • 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



  • Manifold 3D

When mapped the world space position the node uses to calculate the projection is supplied by the port.

This can be used for example to apply warping to the projection using Manifold Nodes


  • 3D Rotation (XYZ)

When mapped the red channel of the attached connection is used to drive the Projection Rotate X Attribute,

the green channel the Projection Rotate Y Attribute and the blue channel the Projection Rotate Z Attribute


  • UV Scale Right (UV)

Determines the UV Scaling of the Projection from the Right side


  • UV Scale Top (UV)

Determines the UV Scaling of the Projection from the Top side


  • UV Scale Front (UV)

Determines the UV Scaling of the Projection from the Front side


  • UV Angle (XYZ)

When mapped the red channel of the attached connection is used to drive the UV Rotation Right Attribute,

the green channel the UV Rotation Top Attribute and the blue channel the UV Rotation Front Attribute


  • UV Offset (UV)

When mapped the red channel of the attached connection is used to drive the U Offset  Attribute,

the green channel the V Offset Attribute



  • Jitter Noise

By default the Edge Blending Jitter uses a node internal noise to perform its jittering/randomization of edges.

By attaching a noise of your choosing to the Jitter Noise Connection in the Nodegraph you can overwrite this

internal noise.



Node Properties


MAIN TAB

Seed


  • Random Seed

By modifying the Random Seed, different looks can be achieved with the otherwise same settings.


Amount


  • 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.)



Pattern


  • 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 a 'directionality' (e.g. woodgrain, brushes metal etc.)


Input Image


  • Map

Supply a texture map to use in the processing.


  • 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




  • Edge Controls

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


Size

  • 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


  • Position Random X/Y

Randomly offset the Cell Positions along X and Y.




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


  • Rotation

Applies a rotation to each cell


  • Global Rotation

Rotates the end result of the Pattern Generation. (globally, instead of per cell)


  • 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.


Probability Masking


  • 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


Layering


  • 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




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


Color


  • Fill Background

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



Color Randomization


  • 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



Output Alphas


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




Normal Map



These options only apply, if the supplied input image is set to a normal map


  • Mirror X Front / Mirror Y Front

Will mirror the vectors of the normal map for the Front Projection Direction. This is useful to align the Normal Map correctly in space for your projection


  • Mirror X Top / Mirror Y Top

Will mirror the vectors of the normal map for the Top Projection Direction. This is useful to align the Normal Map correctly in space for your projection


  • Mirror X Right / Mirror Y Right

Will mirror the vectors of the normal map for the Right Projection Direction. This is useful to align the Normal Map correctly in space for your projection






TRANSFORM TAB

Triplanar Settings



The Triplanar Settings control the projection of the texture in 3d space.

The settings are similar to a regular Triplanar Node found in Mari.


  • Manifold World Scale

The Manifold World Scale controls the size of the Manifold Coordinates returned by the Pattern Manifold Output Port of the Node.

It only affects this Output Port.



Due to the nature of the node, this Triplanar Projection Node does not have a WorldScale Option to scale the overall size of the features. Use The Amount Settings in the Main Tab to change the Size


An example of using the Manifold World Scale would be when the node is connected to e.g. an Axis Projection via the Pattern Manifold -> Manifold 3D

connected to drive the look of the Axis Projection by the Pattern Engine Node.


The size of the projection of the Axis Projection in this case would be controlled by the Manifold World Scale of the Pattern Engine Node.


Example of driving an Axis Projection Node via the Pattern Manifold of the Pattern Engine Node.


  • Projection Rotate X/Y/Z

Will change the rotation of the Triplanar 'Projection Cube' in space.

This should not be confused with changing UV Rotation which will rotate the projected image on

each side of the projection.


Projection Rotate is useful if your asset is not perfectly aligned in the main world space axis X Y and Z

and you see projection stretching as a result of it.


Sample of rotating a projection in 3d space. While this example is using

 an Axis Projection Node the concept is the same for the Texture Scatter Triplanar Node



  • Edge Falloff Start

The Edge Falloff Start determines the minimum angle where the projection

starts to be fully opaque


  • Edge Falloff End

The Edge Falloff End determines the maximum angle where the projection

starts to be fully transparent


  • Edge Falloff

The Edge Falloff Curve determines the general Falloff of each projection axis to its sides.

This is similar to adjusting the Edge Falloff Start and Edge Falloff End Sliders however

it allows you to create non-linear edge blending



  • Jitter Intensity

Jitter will make the edges of projections less uniform/straight.

The Jitter Intensity determines the amplitude of the the Jitter.


You can overwrite the Noise used for jittering the edges by mapping the Jitter Noise Port in the Nodegraph



  • Jitter Scale

Determines the Frequency of the internal Noise used for jittering.



Jitter Scale is ignored if something is attached via the Nodegraph to the Jitter Noise Port


UV Settings


  • Scale Right

Changes the UV Scale of the Right Side Projection


  • U Scale Right

Will scale the UVs for the Right Side Projection along U (Horizontally)


  • V Scale Right

Will scale the UVs for the Right Side Projection along U (Vertically)


  • Scale Top

Changes the UV Scale of the Top Side Projection


  • U Scale Top

Will scale the UVs for the Top Side Projection along U (Horizontally)


  • V Scale Top

Will scale the UVs for the Top Side Projection along U (Vertically)


  • Scale Front

Changes the UV Scale of the Front Side Projection


  • U Scale Front

Will scale the UVs for the Front Side Projection along U (Horizontally)


  • V Scale Front

Will scale the UVs for the Front Side Projection along U (Vertically)


  • UV Rotation

Will rotate the result for all axis of the Triplanar Projection


  • UV Rotation Right

Will rotate the UVs just along the X-Axis of the Triplanar Projection.


  • UV Rotation Top

Will rotate the UVs just along the Y-Axis of the Triplanar Projection.


  • UV Rotation Front

Will rotate the UVs just along the Z-Axis of the Triplanar Projection.


  • U Offset

Will offset the result along U.


  • V Offset

Will offset the result along V.


Tip

Texture Seams ?


If you are seeing seams in your pattern try raising the Layer Cutoff



Higher Layer Cutoff Values reduces performance !

Keep this value as low as possible without seeing seams