Tile Random

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Tile Random (Color)

In: Generators/Patterns

Complex

Description

Tile Random generates a procedural tile pattern that has a little bit more chaos in the tile shapes than its counterpart, Tile Generator. It does this by randomly splitting certain tiles into smaller tiles. We suggest you first find your way around Tile Generator before tackling Tile Random, as many concepts are similar.

Tile Random is used instead of Tile Generator when the goal is an older-looking, less organised pattern. It does have its limitations though, so consider Tile Sampler for any other advanced needs.

Parameters

Inputs

  • Pattern Input: Grayscale Input (Color Input)
    Custom pattern image, used when the “Pattern” parameter is set to “Image Input”.
  • Background Input: Grayscale Input (Color input)

Parameters

  • X Amount: 1 - 64
    Amount of X-repetitions of the pattern.

  • Y Amount: 1 - 64
    Amount of Y-repetitions of the pattern.

  • Non Square Expansion: False/True
    Enables compensation of squash and stretch with non-square ratios.

  • Pattern

    • Pattern: Pattern Input, Square, Disc, Paraboloid, Bell, Gaussian, Thorn, Pyramid, Brick, Gradation, Waves, Half Bell, Ridged Bell, Crescent, Capsule, Cone
      Selects what pattern shape to use.
    • Image Input Filtering (Engine > v4): Bilinear + Mipmaps, Bilinear, Nearest
    • Pattern Specific: 0.0 - 1.0
      Lets you change the selected pattern’s shape. The effect is dependent on the selected pattern.
    • Pattern Specific Random: 0.0 - 1.0Randomisation effect is dependent on the selected pattern.
    • Rotation: 0, 90, 180, 270, random horizontal, random verticalSets rotation in 90 degree steps, with optional randomisation.
    • Rotation Random: 0.0 - 1.0Adds random free rotation.
    • Symmetry Random: 0.0 - 1.0 Randomly mirrors certain patterns by the selected Symmetry random Mode. The higher this value, the more patterns will be mirrored.
    • Symmetry Random Mode: Horizontal + Vertical, Horizontal, VerticalDetermines mirroring behaviour when Symmetry random is higher than 0.
  • Split

    • Mode: none, auto, auto horizontal, auto vertical, random h+vSets the rule on how to split tiles.
    • Threshold: 0.0 - 1.0Size treshold for when to split a tile.
    • Multiplier: 0 - 10Splitting multiplier. The higher this value, the more splits.
  • Size

    • Random X: 0.0 - 1.0Randomises non-uniform scaling over X-axis.
    • Random Y: 0.0 - 1.0Randomises non-uniform scaling over Y-axis.
  • Interstice

    • Mode: Relative to smallest brick, Relative to largest brickSets what brick size interstice is relative to.
    • Amount: 0.0 - 1.0Sets gap size between bricks.
  • Shape

    • Scale: 0.0 - 1.0Globally scales every tile.
    • Scale Random: 0.0 - 1.0Random scaling on a per-tile basis.
    • Rotation: 0.0 - 1.0Global rotation for every tile.
    • Rotation Random: 0.0 - 1.0Rotates randomly on a per-tile basis.
    • Rotation Constraint: False/TrueConstrains the scale so rotated tiles never overlap.
  • Position

    • Offset: 0.0 - 1.0
      Moves or translates the tiles globally, slides over X-axis only
    • Offset Random: 0.0 - 1.0Randomises offset per-tile, slides over X-axis only
    • Random: 0.0 - 1.0Randomises position, tiles move on both X- and Y-axis.
    • Random Constraints: False/TrueConstrains scale so tiles touch, but don’t overlap. Tones down the Random Position effect significantly.
  • Color

    • Color: *(Grayscale value) / (Color value)*Sets solid color for all tiles.
    • Color Random: 0.0 - 1.0Randomises color on a per-tile basis.
    • Color Parametrisation: none, area, size x, size yMakes color variation dependent on one of these settings.
    • Color Parametrisation Intensity: 0.0 - 1.0Multiplier for the above Parametrisation effect.
    • Color Parametrisation Effect (for Color only): RGB+Alpha, RGB only, Alpha only Determines color-only parametrisation effect.
    • Background Color: *(Grayscale value) / (Color value)*Sets solid background color.
    • Blending Mode: Add/Sub, Max / Add/Sub, Alpha Blend (Color) Sets blending mode for tiles onto background.
  • Mask

    • Random: 0.0 - 1.0Randomly begins masking out tiles. The higher the value, the more tiles dissappear.
    • Invert: False/True
      Inverts the mask result.

Example Images

table 0-row-1 1-row-1
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