Shape splatter v2 mapper color
TIP
This node requires input data generated by the Shape splatter v2 node.
Other nodes in the Shape splatter v2 family:
INFO
The Grid atlas color nodes let you pack images into an atlas of custom size, up to 16 patterns in 4*4 cells.
Inputs
Grid atlas input Color
A color image of patterns packed into a grid layout.
The grid size should match that used by the Shape splatter v2 node .
Use the Grid atlas color node to pack separate patterns into a grid atlas.
The grid size should match that used by the Shape splatter v2 node .
Use the Grid atlas color node to pack separate patterns into a grid atlas.
Pattern input 1 Color
The color image for the #1 pattern that is mapped to the shapes.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Pattern input 2 Color
The color image for the #2 pattern that is mapped to the shapes.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Pattern input 3 Color
The color image for the #3 pattern that is mapped to the shapes.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Pattern input 4 Color
The color image for the #4 pattern that is mapped to the shapes.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Pattern input 5 Color
The color image for the #5 pattern that is mapped to the shapes.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Pattern input 6 Color
The color image for the #6 pattern that is mapped to the shapes.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Pattern input 7 Color
The color image for the #7 pattern that is mapped to the shapes.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Pattern input 8 Color
The color image for the #8 pattern that is mapped to the shapes.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Tip: Use a resolution that is close to the maximum size the pattern may have when scattered.
Background input Color
The color image used as background for the mapped shapes.
Color input Color
The color image used to tint the mapped shapes according to their pivot position.
Use the Color input opacity parameter to adjust the intensity of these colors’ contribution to the shapes color.
Use the Color input opacity parameter to adjust the intensity of these colors’ contribution to the shapes color.
Normal Color
The normals computed for the scattered shapes, masked according to the blending with the background height.
If the Shape type is ‘Grid atlas’, the normals provided to the Grid atlas normal input are used directly.
If the Shape type is ‘Grid atlas’, the normals provided to the Grid atlas normal input are used directly.
Splatter UVW Color
R - U component of the shapes’ UVs.
G - V component of the shapes’ UVs.
B - The shapes’ height. (W)
A - Packed data:
- Integer part: The shapes’ unique identifier. (ID)
- Fractional part: Depends on the Shape type: Material ID if SDF/primitive, pattern ID* if pattern input/grid atlas.
*: The pattern ID is the index of the shape in the list/atlas.
G - V component of the shapes’ UVs.
B - The shapes’ height. (W)
A - Packed data:
- Integer part: The shapes’ unique identifier. (ID)
- Fractional part: Depends on the Shape type: Material ID if SDF/primitive, pattern ID* if pattern input/grid atlas.
*: The pattern ID is the index of the shape in the list/atlas.
Splatter data 1 Color
R - X component of the position on the shape surface, in object space.
G - Y component of the position on the shape surface, in object space.
B - Z component of the position on the shape surface, in object space.
A - Packed data:
- Integer part: U component of the UV coordinates for the shapes’ data in the Data 2/3 outputs.
- Fractional part: V component of the UV coordinates for the shapes’ data in the Data 2/3 outputs.
- Sign: Binary mask for the blending of the shapes with the background height.
G - Y component of the position on the shape surface, in object space.
B - Z component of the position on the shape surface, in object space.
A - Packed data:
- Integer part: U component of the UV coordinates for the shapes’ data in the Data 2/3 outputs.
- Fractional part: V component of the UV coordinates for the shapes’ data in the Data 2/3 outputs.
- Sign: Binary mask for the blending of the shapes with the background height.
Splatter data 2 Color
R - X component of the shapes’ 3D rotation.
G - Y component of the shapes’ 3D rotation.
B - Z component of the shapes’ 3D rotation.
A - The shapes’ rotation around their normal.
All rotations are defined in number of turns.
G - Y component of the shapes’ 3D rotation.
B - Z component of the shapes’ 3D rotation.
A - The shapes’ rotation around their normal.
All rotations are defined in number of turns.
Splatter data 3 Color
R - X component of the shapes’ position.
G - Y component of the shapes’ position.
B - The shapes’ offset along their normal.
A - Packed data:
- Integer part: The shape’s ID.
- Fractional part:The index of the shapes’ pattern in its source atlas. (If using a grid atlas pattern type)
G - Y component of the shapes’ position.
B - The shapes’ offset along their normal.
A - Packed data:
- Integer part: The shape’s ID.
- Fractional part:The index of the shapes’ pattern in its source atlas. (If using a grid atlas pattern type)
Splatter data 4 Color
Pixel 1
R - X size of the Data 2/3 output images.
G - Y size of the Data 2/3 output images.
B - X size of the Data 4 output image.
A - Y size of the Data 4 output image.
Pixel 2
R - The shape type. (E.g. Cube, cylinder, …)
G - Packed data:
- Absolute value: The pattern input number.
- Sign: Normal format of the output normal map. (Positive: DirectX / Negative: OpenGL)
B - X size of the grid atlas. (I.e. the amount of columns)
A - Y size of the grid atlas. (I.e. the amount of rows)
R - X size of the Data 2/3 output images.
G - Y size of the Data 2/3 output images.
B - X size of the Data 4 output image.
A - Y size of the Data 4 output image.
Pixel 2
R - The shape type. (E.g. Cube, cylinder, …)
G - Packed data:
- Absolute value: The pattern input number.
- Sign: Normal format of the output normal map. (Positive: DirectX / Negative: OpenGL)
B - X size of the grid atlas. (I.e. the amount of columns)
A - Y size of the grid atlas. (I.e. the amount of rows)
Outputs
Output
The colored shapes.
Parameters
Projection mode Integer
The method of projecting the input images onto the shapes:
- From splatter UVs: Use the UVs provided by the ‘Shape splatter v2’ node.
- Triplanar: Use triplanar projection to map the images on the shapes’ local XYZ axes.
- Custom function: Author a function graph to define the mapping of the images onto the shapes.
- From splatter UVs: Use the UVs provided by the ‘Shape splatter v2’ node.
- Triplanar: Use triplanar projection to map the images on the shapes’ local XYZ axes.
- Custom function: Author a function graph to define the mapping of the images onto the shapes.
Custom function Float4
Specifies the RGBA per-pixel color of the shapes as a Float4.
The following variables are available:
-
-
-
-
-
-
*: The shape’s world space is centered on its pivot and does not account for the shape’s height. This means the only difference with object space is orientation.
If sampling the ‘Shape splatter v2 mapper color’ node’s inputs is needed, these Sample color node input slots may be used:
- 0: Grid atlas
- 1-8: Pattern input 1-8
The following variables are available:
-
shape.position.os (Float3) The position of the shape surface in object space.-
shape.position.ws (Float3) The position of the shape surface in world space*.-
shape.normal.os (Float3) The normals of the shape surface in object space.-
shape.normal.ws (Float3) The normals of the shape surface in world space*.-
shape.id (Float) The shape’s unique identifier.-
material.id (Float) The material ID of the shape surface, defined by the ‘Shape splatter v2’ node.*: The shape’s world space is centered on its pivot and does not account for the shape’s height. This means the only difference with object space is orientation.
If sampling the ‘Shape splatter v2 mapper color’ node’s inputs is needed, these Sample color node input slots may be used:
- 0: Grid atlas
- 1-8: Pattern input 1-8
Is normal map Boolean
Specifies whether the images provided to the Grid atlas input or the Pattern input # are normal maps.
This is necessary to enable the processing required for correctly handling the normal vectors and applying them onto the shapes.
This is necessary to enable the processing required for correctly handling the normal vectors and applying them onto the shapes.
Input normal format Integer
The format of the normal maps provided to the Grid atlas input or the Pattern input #.
Effectively inverts the green channel.
- DirectX: The Y axis points up.
- OpenGL: The Y axis points down.
Effectively inverts the green channel.
- DirectX: The Y axis points up.
- OpenGL: The Y axis points down.
Blending contrast Float
The sharpness of the transitions between planar projections, where 1 means no fade gradient.
Image projection Integer
The amount of Pattern input # images distributed across the planar projections contributing to the triplanar mapping.
In order to cover all sides of a shape, a front (+) and back (-) planar projection is performed on each axis, totalling 6 projections.
- 1 image: The Pattern input 1 is used for all planar projections.
- 3 images: A separate Pattern input is used for the +/- projection of each axis.
- 6 images: Each projection uses a separate Pattern input.
- 1 image per material ID: Use a separate Pattern input per material ID, where each image is used for all planar projections.
In order to cover all sides of a shape, a front (+) and back (-) planar projection is performed on each axis, totalling 6 projections.
- 1 image: The Pattern input 1 is used for all planar projections.
- 3 images: A separate Pattern input is used for the +/- projection of each axis.
- 6 images: Each projection uses a separate Pattern input.
- 1 image per material ID: Use a separate Pattern input per material ID, where each image is used for all planar projections.
Input selection mode Integer
The method of selecting which of the input images should be mapped to the shapes.
The Shape type selected in the source ‘Shape splatter v2’ node changes the way of assigning images to shapes:
- Grid atlas means the images are fetched in the ‘Grid atlas input’ by matching grid indexes (Both atlases should use the same grid size)
- Pattern input means the images are fetched in the ‘Pattern input #’ inputs by matching indexes.
- Other shape types: images are assigned by matching the indexes to the shape’s material IDs.
The available methods of selecting the indexes are:
- From splatter data: Match the indexes of the ‘Pattern input #’ or ‘Grid atlas input’ images to the indexes of the shapes assigned by the ‘Shape splatter v2’ node.
- Manual: Use the index specified by the ‘Image index’ parameter.
- Random: Use a random index in the range specified by the ‘Random range’ parameter.
The Shape type selected in the source ‘Shape splatter v2’ node changes the way of assigning images to shapes:
- Grid atlas means the images are fetched in the ‘Grid atlas input’ by matching grid indexes (Both atlases should use the same grid size)
- Pattern input means the images are fetched in the ‘Pattern input #’ inputs by matching indexes.
- Other shape types: images are assigned by matching the indexes to the shape’s material IDs.
The available methods of selecting the indexes are:
- From splatter data: Match the indexes of the ‘Pattern input #’ or ‘Grid atlas input’ images to the indexes of the shapes assigned by the ‘Shape splatter v2’ node.
- Manual: Use the index specified by the ‘Image index’ parameter.
- Random: Use a random index in the range specified by the ‘Random range’ parameter.
Pattern input number Integer
The amount of Pattern input # input images that should be mapped onto the shapes.
Image index Integer
The index of the input pattern from the Pattern input # or Grid atlas input that should be mapped onto the shapes.
Random range Integer2
The range of indexes from the Pattern input # or Grid atlas input that pattern should be randomly selected in to be mapped onto the shapes.
HSL adjustment Float3
An offset uniformly applied to the hue, saturation and luminance (HSL) of all shapes.
HSL random Float3
A random positive or negative offset applied to the hue, saturation and luminance (HSL) of the shapes, up to the specified values.
Color input opacity Float
The intensity of the Color input‘s contribution to the shapes’ colors, according to the selected Color input blending mode.
Color input blending mode Integer
The color blending operation used to combine the foreground and background images.
These operations are identical to their counterparts in the Blend node.
Available modes:
- Copy
- Add (linear dodge)
- Subtract
- Multiply
- Overlay
These operations are identical to their counterparts in the Blend node.
Available modes:
- Copy
- Add (linear dodge)
- Subtract
- Multiply
- Overlay
Normal angle random Float
A direction vector is generated from the normal vector’s origin to a random point on the base of a cone around the normal vector, then the normal vector is blended with that random direction vector.
This parameter adjusts the angle of the cone, where 1 is a hemisphere and 0 means the direction vector is equal to the normal vector.
This parameter adjusts the angle of the cone, where 1 is a hemisphere and 0 means the direction vector is equal to the normal vector.
UV tiling Float
Adjusts the global tiling of the images mapped onto the shapes
Higher values result in more repetitions.
Higher values result in more repetitions.
UV scale Float2
Adjusts the tiling of the images mapped onto the shapes by the specified factor, with separate controls for U and V scaling. Higher values result in more repetitions.
UV offset Float2
Applies an offset to the mapping of the images across the shapes, which enables fine adjustment of the positioning of the images on the shapes.
This offset is added to the Random offset, if any.
This offset is added to the Random offset, if any.
Random offset Float
Applies a random amount of positive or negative offset per shape to to the mapping of the images across the shapes, up to the specified value.
This offset is added to the UV offset, if any.
This offset is added to the UV offset, if any.
Examples
recommendation-more-help
dd48abc6-e399-43d2-9777-578ec70c5a23