- Interface
- Customizing your workspace
- Home screen
- Main toolbar
- Preferences
- Explorer
- Graph view
- Library
- Properties
- 2D view
- 3D view
- Dependency manager
- Resources
- Importing, linking and new resources
- Bitmap resource
- Vector graphics (SVG) resource
- 3D scene resource
- AxF (Appearance eXchange Format)
- Font resource
- Warnings from dependencies
- Substance graphs
- Substance graph key concepts
- Creating a Substance graph
- Instances and subgraphs
- Graph parameters
- Manage parameters
- 'Visible if' expressions
- Inheritance in Substance graphs
- Output size
- Values in Substance graphs
- Publishing Substance 3D asset files (SBSAR)
- Exporting bitmaps
- Exporting PSD files
- Sample Substance graphs
- Warnings in Substance graphs
- Substance function graphs
- What is a Substance function graph?
- Create and edit a Substance function
- The Substance function graph
- Variables
-
FX-maps
- FX-Maps
- How it works
- The Iterate node
- The Quadrant node
- Using Substance function graphs in FX-Maps
- Warnings in Substance function graphs
- Sample Substance function graphs
- Nodes reference for Substance function graphs
- Scripting
- Plugin basics
- Plugin search paths
- Plugins packages
- Plugin manager
- Python editor
- Accessing graphs and selections
- Nodes and properties
- Undo and redo
- Application callbacks
- Creating user interface elements
- Adding actions to the Explorer toolbar
- Using color management
- Using spot colors
- Logging
- Using threads
- Debugging plugins using Visual Studio Code
- Porting previous plugins
- Packaging plugins
- Scripting API reference
- Substance 3D home
- User guide
- Glossary
- Getting started
-
Interface
- Interface
- Customizing your workspace
- Home screen
- Main toolbar
- Preferences
- Explorer
- Graph view
- Library
- Properties
- 2D view
- 3D view
- Dependency manager
-
Resources
- Resources
- Importing, linking and new resources
- Bitmap resource
- Vector graphics (SVG) resource
- 3D scene resource
- AxF (Appearance eXchange Format)
- Font resource
- Warnings from dependencies
-
Substance function graphs
- Substance function graphs
- What is a Substance function graph?
- Create and edit a Substance function
- The Substance function graph
- Variables
-
FX-maps
- FX-Maps
- How it works
- The Iterate node
- The Quadrant node
- Using Substance function graphs in FX-Maps
- Warnings in Substance function graphs
- Sample Substance function graphs
- Nodes reference for Substance function graphs
- MDL graphs
- Bakers
- Best practices
- Pipeline and project configuration
- Color management
- Package metadata
-
Scripting
- Scripting
- Plugin basics
- Plugin search paths
- Plugins packages
- Plugin manager
- Python editor
- Accessing graphs and selections
- Nodes and properties
- Undo and redo
- Application callbacks
- Creating user interface elements
- Adding actions to the Explorer toolbar
- Using color management
- Using spot colors
- Logging
- Using threads
- Debugging plugins using Visual Studio Code
- Porting previous plugins
- Packaging plugins
- Scripting API reference
- Technical issues
- Release notes
Atlas Scatter
Atlas Scatter
In: Material Filters/Scan Processing
Complex
Description
Extract elements from an Atlas and scatter them on a background. Atlas inputs are full materials, consisting of individual elements arranged and packed on a single texture sheet. This node splits them up (using an internal Atlas Splitter process) and scatters them, similar to Shape Splatter. Atlas Scatter requires at minimum an Opacity map input , and a Height map input for the Atlas, to function.
Hundreds of Atlases, ready for use in the Atlas Scatter node, are available on Substance Source.
Inputs & Parameters
Parameters
- Atlas Input Resolution: Resolution, 1 to 12
Manually set the resolution of the full input atlas, to ensure a good performance vs quality ratio. - X Amount: 1 - 64
Amount of X repetitions of the pattern. - Y Amount: 1 - 64
Amount of Y repetitions of the pattern. - Pattern
- Pattern Range: 0 - 10
Defines the range of patterns to be scattered. If set to 0, all patterns will be used. - Pattern Distribution Mode: Random, Pattern Index, Line Index, Column Index
Defines the order in which atlas elements are used. - Pattern Distribution Map Multiplier: 0.0 - 1.0
Select shape pattern in function of the input image grayscale value. - Pattern Rotation: 0, 90, 180, 270
Applies a fixed rotation to each atlas element, by the selected amount of degrees. - Pattern Rotation Random: 0.0 - 1.0
Applies a random rotation to the set portion of atlas elements. - Atlas Shape Detection Precision: Simple or small shapes, Complex or big shapes, No failure mode
Sets the precision with which shapes are detected. The greater the accuracy, the greater the impact on performance. - Downscale Atlas Opacity (faster detection): -4 - 0
Lets you control the downscale ratio of the input atlas opacity map, which is used for shape detection. A lower resolution improves performance at the cost of accuracy. - Ignore Shape Smaller Than: 0.0 - 1.0
Sets the minimum size a shape has to be to be detected, expressed as ratio of the overall image
- Pattern Range: 0 - 10
- Size
- Scale: 0.0 - 5.0
Sets the relative scale of scattered shapes. - Scale Random: 0.0 - 1.0
Defines the multiplier for applying random scaling to each scattered shape. - Scale No Overlap: 0.0 - 1.0
Reduces the shape scale so that they don't overlap. - Scale Map Multiplier: 0.0 - 1.0
Multiplies the shape scale in function of the input image grayscale value. - Size: 0.0 - 1.0
Sets the relative scale of scattered shapes by length (X) and width (Y). - Size Ratio from Bg Slope: 0.0 - 1.0
Modifies the shape size ratio in function of the background height slope. - Preserve Aspect Ratio: 0.0 - 1.0
Determines by which amount the original proportions of the scattered shapes should be preserved, instead of using their grid cell ratio – i.e. the ratio of the X Amount and Y Amount values.
- Scale: 0.0 - 5.0
- Position
- Position Random: 0.0 - 2.0
A multiplier for moving each shape in a random direction from their grid starting point. - Random Distribution: Gaussian, Uniform
Switches from a Gaussian distribution to a Uniform Distribution for the random position. The Gaussian distribution will produce a more organic result compared to the Uniform distribution. - Vector Map Multiplier: 0.0 - 1.0
Controls the influence of the vector map input for moving the shapes in the direction of the vector specified by the map's red (X) and green (Y) channels. - Offset Horizontal: -2.0 - 2.0
A multiplier for position offset along the X axis. - Offset Vertical: -2.0 - 2.0
A multiplier for position offset along the Y axis. - Out of Bounds Option: Scale Shape, Constrain Position
Due to the technical nature of the splatter, shapes can't be drawn more than 2 cells size away from their original position. If a shape becomes too large or is moved too far you have two options: - Scale Shape will reduce the shape size when it hit a bound - Constrain Position will move the shape back to its original position
- Position Random: 0.0 - 2.0
- Rotation
- Rotation: 0.0 - 1.0
Lets you control the local rotation for all shapes. - Rotation Random: 0.0 - 1.0
A multiplier for a random amount of rotation applied per shape. - Rotation from Bg Slope: 0.0 - 1.0
Modifies the shape rotation in function of the background height slope. Usually used in combination with the "Size Ratio from Bg Slope" parameter - Rotation Map Multiplier: 0.0 - 1.0
Multiplies the shape rotation in function of the input image grayscale value. - Vector Map Multiplier: 0.0 - 1.0
Sets the shape rotation in function of the vector image input.
- Rotation: 0.0 - 1.0
- Height
- Height Scale Auto Adjust: False/True
Automatically adjust the height in function of the pattern scale to keep the shape height proportional to the background height. - Blend Mode: Height Blend, Alpha Test
Sets the method for solving shapes overlaps. - Height Offset: -1.0 - 1.0
Applies a global offset to the shapes height - Height Offset Random: 0.0 - 1.0
A multiplier for a random height offset applied per shape - Height Offset Map Mulitplier: 0.0 - 1.0
Multiplies the shape height offset in function of the input image grayscale value. - Height Scale: 0.0 - 1.0
Lets you control the global height scale for the scattered shapes - Height Scale Random: 0.0 - 1.0
A multiplier for a random height scale applied per shape - Height Scale Map Multiplier: 0.0 - 1.0
Multiplies the shape height scale in function of the input image grayscale value. - Conform to Background: 0.0 - 1.0
At 0, the shape height remains intact, at 1 the shape height will be deformed by the underlying height background. - Smooth Conformed Background: 0.0 - 2.0
Lets you control the amount of smoothing applied to the height deformation of the shape when it is conformed to its background. - Skew from Bg Slope: 0.0 - 1.0
Deforms the shape height in function of the local background height slope: a linear gradient corresponding to the background slope is added to the shape height. - Background Slope Smoothness: 0.0 - 2.0
Controls the amount of smoothing applied to the background slope when the shape is skewed based on that slope. - Cutout Black Pixels: False/True
Ignores the black value from the pattern inputs. - Flatten Pattern Base: False/True
Lets you flatten the background height beneath a shape to match is starting height.
- Height Scale Auto Adjust: False/True
- Masking
- Mask Random: 0.0 - 1.0
Masks a random amount of shapes, expressed as a ratio of the total amount. - Mask Random Map Multiplier: 0.0 - 1.0
Sets the random shape masking in function of the grayscale image input. - Mask from Bg Slope: -1.0 - 1.0
Controls the masking of the shapes based on the slope of the background at their location.
- Mask Random: 0.0 - 1.0
- Color
- Color Adjustment: -1.0 - 1.0
Lets you adjust the colors for the scattered elements globally. - Color Random: 0.0 - 1.0
A multiplier for shifting the color values by a random amount per shape. - Color from Background: 0.0 - 1.0
Shifts the shape colors to the color of the background at their location.
- Color Adjustment: -1.0 - 1.0
- Normal
- Skew from Bg Slope: 0.0 - 1.0
Skew the shape normal according to the background normal. - Normal Random: 0.0 - 1.0
A multiplier for skewing the shape normal by a random amount per shape. - Normal Format: DirectX, OpenGL
Switch between different Normal Map formats (inverts the green channel)
- Skew from Bg Slope: 0.0 - 1.0
- Roughness
- Roughness Adjustment: -1.0 - 1.0
Lets you offset the global shape roughness. - Roughness from Background: 0.0 - 1.0
Shifts the shapes roughness to the background roughness at their location. - Roughness Random: 0.0 - 1.0
A multiplier for offsetting the roughness by a random amount per shape.
- Roughness Adjustment: -1.0 - 1.0
Example Images