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Tile Generator | Substance 3D Designer

Tile Generator

Tile Generator (Color)

In: Texture Generators/Patterns

Complex

Description

Tile generator is one of the most advanced nodes in the library. If you learn to master it, you can create any kind of pattern (within some limitations). As of Version 2017 2.1 there have been some big updates, bringing this node more in line with what Tile Sampler can do.

This node is highly useful for a variety of scenarios, but keep in mind that simply reading parameters will not fully teach you how to use them. We suggest you experiment too!

For 99% of all cases, the color version is NOT needed!

Some general usage tips:

  • You can start with a basic shape, but if you have a custom input (Set Pattern Type to Image Input), create it first! It determines a lot of the look.
  • Start by correctly setting your X and Y amounts.
  • Find the right Size mode: Relative modes like Interstice behave quite different from Absolute modes.
  • Adjust global Scale and non-uniform Size next.
  • Finally, tweak any "Variation" parameter until it meets your needs. Subtlety is key with variation!

Parameters

Inputs

  • Pattern Input 1-6: Grayscale Input
    Custom pattern image, used when the "Pattern" parameter is set to "Image Input".
  • Background:Grayscale Input
    Background to use instead of solid color.

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: Image Input, Square, Disc, Paraboloid, Bell, Gaussian, Thorn, Pyramid, Brick, Gradation, Waves, Half Bell, Ridged Bell, Crescent, Capsule, Cone
      Selects which pattern shape to use.
    • Pattern Input Number: 1 - 6
      Number of different Image inputs to use. Only available when Image Input is selected above.
    • Pattern Input Distribution: Random, By Pattern Number
      How to pick between the different Image Inputs, if more than 1 is selected.
    • Pattern Specific: 0.0 - 1.0
      Lets you change the selected pattern's shape. Effect is dependent on selected pattern.
    • Image Input Filtering (Engine >v4 only): Bilinear + Mipmaps, Bilinear, Nearest
    • Rotation: 0, 90, 180, 270
      Rotates all tiles globally by a set angle in 90 degree steps.
    • Rotation Random: 0.0 - 1.0
      Randomy rotates a tile by one of four 90 degree steps.
    • Quincunx Flip: False/True
      Rotates every other tile by 90 degrees.
    • 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, Vertical
      Determines mirroring behaviour when Symmetry random is higher than 0.
  • Size
    • Size Mode:Normal - Interstice, Normal - Size, Keep Ratio, Absolute, Pixel
      Sets general behavior of the pattern size.
      Normal - Interstice lets you define the gap between the pattern elements. It is affected by the X and Y amount.
      Normal - Size lets you define the size of the pattern elements, irrespective of the gap. It is affected by the X and Y amount.
      Keep Ratio lets you set a size affected by X and Y amount, but the X and Y ratio between the two is left intact.
      Absolute lets you set an absolute size that is not affected by X and Y amount.
      Pixel lets you set an absolute size in pixels, unaffected by X and Y amount. Changing the resolution will affect the size of the elements.
    • Middle Size: 0.0 - 1.0
      Changes size on an alternating column- and row-basis.
    • Interstice X/Y: 0.0 - 1.0
      Only available in Normal - Interstice Size mode. Changes interstice gap. Affects the seam between shapes, allows for non-uniform control unlike Scale.
    • Size (Absolute/Pixel): 0.0 - 1.0
      Only available outside of Normal - Interstice size mode. Sets non-uniform size, unlike Scale.
    • Scale: 0.0 - 2.0
      Sets global Scale.
    • Scale Random: 0.0 - 1.0
      Sets global scale variation per-tile.
    • Scale Random Seed: 0 - 1000
      Offsets scale variation seed.
  • Position
    • Offset: 0.0 - 1.0
      Offsets the entire pattern incrementally over every consecutive row or column (behaviour depends on Vertical Offset parameter).
    • Offset Random: 0.0 - 1.0
      Randomises line offsetting.
    • Offset Random Seed: 0 - 1000
      Changes the relative seed for the random offsetting effect.
    • Vertical Offset: False/True
      Sets whether Offset effect happens over rows or lines; Horizontal or Vertical.
    • Position Random: 0.0 - 1.0
      Randomises position in a non-uniform way, with separate control for X and Y.
    • Global Offset: 0.0 - 1.0
      Shifts the entire result over both X- and Y-axes.
  • Rotation
    • Rotation: 0.0 - 1.0
      Does a uniform free Rotation of all pattern tiles.
    • Rotation Random: 0.0 - 1.0
      Randomises free rotation of all tiles. The higher this value, the more tiles can be rotated.
  • Color
    • Color: (Grayscale value)
      Sets tile solid color.
    • Luminance/Color Random: 0.0 - 1.0
      Introduces per-tile Color or Luminance variation.
    • Luminance By Number: False/True
      Fades Luminance over the entire pattern.
    • Luminance By Scale: False/True
      Makes Luminance variation dependent on tile scale.
    • Checker Mask: False/True
      Hides every other tile.
    • Horizontal Mask: False/True
      Hides every other column.
    • Vertical Mask: False/True
      Hides every other row.
    • Random Mask: 0.0 - 1.0
      Randomly hides tiles. The higher this value, the more tiles will disappear.
    • Invert Mask: False/True
      Inverts the result of any masking effects from this section.
    • Blending Mode: Add, Max, Add Sub
      Sets what blending mode to use.
    • Background Color: (Grayscale value)
      Sets solid background color.
    • Global Opacity: 0.0 - 1.0
      Sets global tiles opacity.
    • Reverse Rendering Order: False/True
      Renders tiles back to front or vice-versa.

Example Images

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