- Substance 3D home
- User guide
- Glossary
- Getting started
- Workspace
  - Workspace
- 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 graphs
 - 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
- Nodes reference for Substance graphs
 - Nodes reference for Substance graphs
- Atomic nodes
 
- Node library
      - Node library
- Texture generators
 - Texture generators
- Noises
 - Noises
- 3D Perlin noise
- 3D Perlin noise fractal
- 3D Ridged noise fractal
- 3D Simplex noise
- 3D Voronoi
- 3D Voronoi fractal
- 3D Worley noise
- Anisotropic noise
- Blue noise fast
- BnW spots 1
- BnW spots 2
- BnW spots 3
- Cells 1
- Cells 2
- Cells 3
- Cells 4
- Clouds 1
- Clouds 2
- Clouds 3
- Creased
- Crystal 1
- Crystal 2
- Directional noise 1
- Directional noise 2
- Directional noise 3
- Directional noise 4
- Directional scratches
- Dirt 1
- Dirt 2
- Dirt 3
- Dirt 4
- Dirt 5
- Dirt gradient
- Fluid
- Fractal sum 1
- Fractal sum 2
- Fractal sum 3
- Fractal sum 4
- Fractal sum base
- Fur 1
- Fur 2
- Fur 3
- Gaussian noise
- Gaussian spots 1
- Gaussian spots 2
- Grunge concrete
- Grunge Damas
- Grunge galvanic large
- Grunge galvanic small
- Grunge leaks
- Grunge leaky paint
- Grunge map 001
- Grunge map 002
- Grunge map 003
- Grunge map 004
- Grunge map 005
- Grunge map 006
- Grunge map 007
- Grunge map 008
- Grunge map 009
- Grunge map 010
- Grunge map 011
- Grunge map 012
- Grunge map 013
- Grunge map 014
- Grunge map 015
- Grunge rough dirty
- Grunge rust fine
- Grunge scratches dirty
- Grunge scratches fine
- Grunge scratches rough
- Grunge shavings
- Grunge splashes dusty
- Grunge spots
- Grunge spots dirty
- Liquid
- Messy fibers 1
- Messy fibers 2
- Messy fibers 3
- Microscope view
- Moisture noise
- Perlin noise
- Plasma
- Caustics
- Voronoi
- Voronoi fractal
- Waveform 1
- White noise
- White noise fast
 
- Patterns
 - Patterns
- 3D linear gradient
- 3D volume mask
- Alveolus
- Arc pavement
- Brick 1
- Brick 2
- Brick generator
- Checker 1
- Cube 3D
- Cube 3D GBuffers
- Fibers 1
- Fibers 2
- Gaussian 1
- Gaussian 2
- Gradient axial
- Gradient axial reflected
- Gradient circular
- Gradient linear 1
- Gradient linear 2
- Gradient linear 3
- Gradient radial
- Height extrude
- Mesh 1
- Mesh 2
- Panorama shape
- Polygon 1
- Polygon 2
- Scratches generator
- Shape
- Shape extrude
- Shape mapper
- Shape splatter
- Shape splatter blend
- Shape splatter data extract
- Shape splatter to mask
- Splatter
- Splatter circular
- Star
- Starburst
- Stripes
- Tile generator
- Tile random
- Tile random 2
- Tile sampler
- Triangle grid
- Weave 1
- Weave 2
- Weave generator
 
 
- Filters
 - Filters
- Adjustments
 - Adjustments
- Apply color palette
- Auto levels
- Channel mixer
- Chrominance extract
- Clamp
- Color match
- Color to mask
- Contrast/Luminosity
- Convert to linear
- Convert to sRGB
- Create color palette (16)
- Grayscale conversion advanced
- Hald CLUT
- HDR range viewer
- Height map frequencies mapper
- Highpass
- Histogram compute
- Histogram equalize
- Histogram range
- Histogram render
- Histogram scan
- Non-uniform histogram scan
- Histogram select
- Histogram shift
- ID to mask grayscale
- Invert
- Lighting cancel high frequencies
- Lighting cancel low frequencies
- Luminance highpass
- Min max
- Modify color palette
- Pow
- Quantize color (Simple)
- Quantize color
- Quantize grayscale
- Replace color
- Replace color range
- Threshold
- View color palette
 
- Blending
 
- Blurs
 
- Channels
 
- Effects
 - Effects
- 3D texture position
- 3D texture SDF
- 3D texture surface render
- 3D texture volume render
- Ambient occlusion (HBAO)
- Ambient occlusion (RTAO)
- Anisotropic Kuwahara color
- Anisotropic Kuwahara grayscale
- Bevel
- Bevel smooth
- Cross section
- Curvature
- Curvature smooth
- Curvature sobel
- Diffusion color
- Diffusion grayscale
- Diffusion UV
- Directional distance
- Edge detect
- Emboss with gloss
- Extend shape
- Flood fill
- Flood fill mapper
- Flood fill to Bbox size
- Flood Fill to gradient
- Flood Fill to grayscale/color
- Flood Fill to index
- Flood Fill to position
- Flood Fill to random color
- Flood Fill to random grayscale
- FXAA
- Glow
- Mosaic
- Multi directional warp
- Non-uniform directional warp
- Reaction diffusion fast
- RT irradiance
- RT shadow
- Shadows
- Shape drop shadow
- Shape glow
- Shape stroke
- Summed area table
- Swirl
- Uber emboss
- Vector morph
- Vector warp
 
- Normal map
 
- Tiling
 
- Transforms
 
 
- Material filters
 - Material filters
- 1-click
 
- Effects (Material)
 
- Transforms (Material)
 
- Blending (Material)
 
- PBR utilities
 
- Scan processing
 
 
- Mesh-based generators
 - Mesh-based generators
- Mask generators
 
- Weathering
 
- Utilities (Mesh-based generators)
 
 
- Spline & Path tools
        - Spline & Path tools
- Working with Path & Spline tools
- Path tools
 
- Spline tools
 - Spline tools
- Paths to Spline
- Point list
- Scatter on Spline color
- Scatter on Spline grayscale
- Scatter Splines on Splines
- Spline 2D transform
- Spline (Cubic)
- Spline (Poly quadratic)
 
- Spline (Quadratic)
- Spline append
- Spline bridge (2 Splines)
- Spline bridge (List)
- Spline bridge mapper color
- Spline bridge mapper grayscale
- Spline circle
 
- Spline fill
- Spline flow mapper
- Spline mapper color
- Spline mapper grayscale
- Spline merge list
- Spline render
- Spline sample height
- Spline sample thickness
- Spline select
- Spline warp
- UV mapper color
- UV mapper grayscale
 
 
- 3D view (Library)
        - 3D view (Library)
- HDRI tools
 
 
 
- Node library
 
 
- Substance function graphs
  - Substance function graphs
- What is a Substance function graph?
- Create and edit a Substance function graph
- 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
- Working with 3D scenes
- 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