- 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 graphs
- Substance graphs
- Substance graph key concepts
- Creating a Substance graph
- Exposing a parameter
- Graph parameters
- 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
- Spline 2D transform
- Spline (Cubic)
- Spline (Poly 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
- 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
The Iterate Node
The Iterate node lets you multiply a Quadrant node’s images and is essentially a “repeater” node. A Quadrant node at a depth of 1 would normally output 4 quadrants. The Iterate node lets you repeat its output imagery as many times as you like, with each set of repeats treated separately.
The Iterate node has no other properties beyond a “How repetitions do you want?” parameter. The result is that the new images are, by default, simply overlaid on, and blended with, those produced by the Quadrant node.
The Iterate node repeats the received input image. The number of repetitions is defined by its Iterations property:
The key to using the Iterate node is that any dynamic functions attached to each repeated image will also be processed. This means each repetition can have its own set of unique adjustments. You can use the Random Seed property of the Iterate node to modify how this works. You can also access the $number system variable within your dynamic functions to determine which repetition is currently being rendered, and modify the function's result accordingly.
For example: if you apply a random rotation to each image in a Quadrant node, then feed that Quadrant node’s output to an Iterate node’s active input, each of the repeated images will also have its own random rotation.
All the same dynamic features available on the Quadrant node also apply to the repeated images produced by the Iterate node. It’s as if the node duplicated the Quadrant node at the same level, instead of adding another depth level.
The Pass-through Connector
Each Iterate node has two connectors along its base. The left connector is a pass-through connector. The image it receives is passed straight through to the node’s output connector, where it is blended with any repeated images:
Note that the pass-through image is always passed through untouched, regardless of the Iteration parameter’s setting.