User Guide Cancel

Scatter on Spline Grayscale | Substance 3D Designer

  1. Substance 3D home
  2. User guide
  3. Glossary
  4. Getting started
    1. Getting started
    2. Activation and licenses
    3. System requirements
    4. Overview
      1. Overview
      2. What is a Substance 3D file?
    5. Workflow overview
    6. Shortcuts
    7. Tutorials & learning
  5. Interface
    1. Interface
    2. Customizing your workspace
    3. Home screen
    4. Main toolbar
    5. Preferences
      1. Preferences
      2. Project settings
      3. Version control
    6. Explorer
      1. Explorer
      2. Send to... / Interoperability
    7. Graph view
      1. Graph view
      2. Link creation modes
      3. Graph items
        1. Graph items
        2. Dot node (also Portal)
        3. Frame
        4. Comment
        5. Pin
    8. Library
      1. Library
      2. Managing custom content and filters
    9. Properties
    10. 2D view
    11. 3D view
      1. 3D view
      2. Material properties
      3. GLSLFX shaders
      4. Switching your shaders to OpenGL Core Profile
      5. Iray
    12. Dependency manager
  6. Resources
    1. Resources
    2. Importing, linking and new resources
    3. Bitmap resource
      1. Bitmap resource
      2. Bitmap painting tools
    4. Vector graphics (SVG) resource
      1. Vector graphics (SVG) resource
      2. Vector editing tools
    5. 3D scene resource
    6. AxF (Appearance eXchange Format)
    7. Font resource
    8. Warnings from dependencies
  7. Substance graphs
    1. Substance graphs
    2. Substance graph key concepts
    3. Creating a Substance graph
      1. Creating a Substance graph
      2. Graph instances / Sub-graphs
    4. Exposing a parameter
      1. Exposing a parameter
      2. Parameter presets
      3. Visible if: control visibility of inputs, outputs and parameters
    5. Graph parameters
    6. Inheritance in Substance graphs
    7. Output size
    8. Values in Substance graphs
    9. Publishing Substance 3D asset files (SBSAR)
    10. Exporting bitmaps
    11. Exporting PSD files
    12. Sample Substance graphs
    13. Warnings in Substance graphs
    14. Nodes reference for Substance graphs
      1. Nodes reference for Substance graphs
      2. Atomic nodes
        1. Atomic nodes
        2. Bitmap
        3. Blend
          1. Blend
          2. Blending modes description
        4. Blur
        5. Channel shuffle
        6. Curve
        7. Directional blur
        8. Directional warp
        9. Distance
        10. Emboss
        11. FX-map
        12. Gradient (Dynamic)
        13. Gradient map
        14. Grayscale conversion
        15. HSL
        16. Levels
        17. Normal
        18. Pixel processor
        19. SVG
        20. Sharpen
        21. Text
        22. Transformation 2D
        23. Uniform color
        24. Value processor
        25. Warp
        26. Output
        27. Input
      3. Node library
        1. Node library
        2. Texture generators
          1. Texture generators
          2. Noises
            1. Noises
            2. 3D Perlin noise
            3. 3D Perlin noise fractal
            4. 3D Ridged noise fractal
            5. 3D Simplex noise
            6. 3D Voronoi
            7. 3D Voronoi fractal
            8. 3D Worley noise
            9. Anisotropic noise
            10. Blue noise fast
            11. BnW spots 1
            12. BnW spots 2
            13. BnW spots 3
            14. Cells 1
            15. Cells 2
            16. Cells 3
            17. Cells 4
            18. Clouds 1
            19. Clouds 2
            20. Clouds 3
            21. Creased
            22. Crystal 1
            23. Crystal 2
            24. Directional noise 1
            25. Directional noise 2
            26. Directional noise 3
            27. Directional noise 4
            28. Directional scratches
            29. Dirt 1
            30. Dirt 2
            31. Dirt 3
            32. Dirt 4
            33. Dirt 5
            34. Dirt gradient
            35. Fluid
            36. Fractal sum 1
            37. Fractal sum 2
            38. Fractal sum 3
            39. Fractal sum 4
            40. Fractal sum base
            41. Fur 1
            42. Fur 2
            43. Fur 3
            44. Gaussian noise
            45. Gaussian spots 1
            46. Gaussian spots 2
            47. Grunge concrete
            48. Grunge Damas
            49. Grunge galvanic large
            50. Grunge galvanic small
            51. Grunge leaks
            52. Grunge leaky paint
            53. Grunge map 001
            54. Grunge map 002
            55. Grunge map 003
            56. Grunge map 004
            57. Grunge map 005
            58. Grunge map 006
            59. Grunge map 007
            60. Grunge map 008
            61. Grunge map 009
            62. Grunge map 010
            63. Grunge map 011
            64. Grunge map 012
            65. Grunge map 013
            66. Grunge map 014
            67. Grunge map 015
            68. Grunge rough dirty
            69. Grunge rust fine
            70. Grunge scratches dirty
            71. Grunge scratches fine
            72. Grunge scratches rough
            73. Grunge shavings
            74. Grunge splashes dusty
            75. Grunge spots
            76. Grunge spots dirty
            77. Liquid
            78. Messy fibers 1
            79. Messy fibers 2
            80. Messy fibers 3
            81. Microscope view
            82. Moisture noise
            83. Perlin noise
            84. Plasma
            85. Caustics
            86. Voronoi
            87. Voronoi fractal
            88. Waveform 1
            89. White noise
            90. White noise fast
          3. Patterns
            1. Patterns
            2. 3D linear gradient
            3. 3D volume mask
            4. Alveolus
            5. Arc pavement
            6. Brick 1
            7. Brick 2
            8. Brick generator
            9. Checker 1
            10. Cube 3D
            11. Cube 3D GBuffers
            12. Fibers 1
            13. Fibers 2
            14. Gaussian 1
            15. Gaussian 2
            16. Gradient axial
            17. Gradient axial reflected
            18. Gradient circular
            19. Gradient linear 1
            20. Gradient linear 2
            21. Gradient linear 3
            22. Gradient radial
            23. Height extrude
            24. Mesh 1
            25. Mesh 2
            26. Panorama shape
            27. Polygon 1
            28. Polygon 2
            29. Scratches generator
            30. Shape
            31. Shape extrude
            32. Shape mapper
            33. Shape splatter
            34. Shape splatter blend
            35. Shape splatter data extract
            36. Shape splatter to mask
            37. Splatter
            38. Splatter circular
            39. Star
            40. Starburst
            41. Stripes
            42. Tile generator
            43. Tile random
            44. Tile random 2
            45. Tile sampler
            46. Triangle grid
            47. Weave 1
            48. Weave 2
            49. Weave generator
        3. Filters
          1. Filters
          2. Adjustments
            1. Adjustments
            2. Apply color palette
            3. Auto levels
            4. Channel mixer
            5. Chrominance extract
            6. Clamp
            7. Color match
            8. Color to mask
            9. Contrast/Luminosity
            10. Convert to linear
            11. Convert to sRGB
            12. Create color palette (16)
            13. Grayscale conversion advanced
            14. Hald CLUT
            15. HDR range viewer
            16. Height map frequencies mapper
            17. Highpass
            18. Histogram compute
            19. Histogram equalize
            20. Histogram range
            21. Histogram render
            22. Histogram scan
            23. Non-uniform histogram scan
            24. Histogram select
            25. Histogram shift
            26. ID to mask grayscale
            27. Invert
            28. Lighting cancel high frequencies
            29. Lighting cancel low frequencies
            30. Luminance highpass
            31. Min max
            32. Modify color palette
            33. Pow
            34. Quantize color (Simple)
            35. Quantize color
            36. Quantize grayscale
            37. Replace color
            38. Replace color range
            39. Threshold
            40. View color palette
          3. Blending
            1. Blending
            2. Color (Blend node)
            3. Color burn
            4. Color dodge
            5. Difference
            6. Dissolve
            7. Linear burn
            8. Luminosity (Blend node)
            9. Multi switch
            10. Switch
          4. Blurs
            1. Blurs
            2. Anisotropic blur
            3. Blur HQ
            4. Non-uniform blur
            5. Radial blur
            6. Slope blur
          5. Channels
            1. Channels
            2. RGBA merge
            3. RGBA split
            4. Alpha merge
            5. Alpha split
            6. Pre-multiplied to straight
            7. Straight to pre-multiplied
          6. Effects
            1. Effects
            2. 3D texture position
            3. 3D texture SDF
            4. 3D texture surface render
            5. 3D texture volume render
            6. Ambient occlusion (HBAO)
            7. Ambient occlusion (RTAO)
            8. Anisotropic Kuwahara color
            9. Anisotropic Kuwahara grayscale
            10. Bevel
            11. Bevel smooth
            12. Cross section
            13. Curvature
            14. Curvature smooth
            15. Curvature sobel
            16. Diffusion color
            17. Diffusion grayscale
            18. Diffusion UV
            19. Directional distance
            20. Edge detect
            21. Emboss with gloss
            22. Extend shape
            23. Flood fill
            24. Flood fill mapper
            25. Flood fill to Bbox size
            26. Flood Fill to gradient
            27. Flood Fill to grayscale/color
            28. Flood Fill to index
            29. Flood Fill to position
            30. Flood Fill to random color
            31. Flood Fill to random grayscale
            32. FXAA
            33. Glow
            34. Mosaic
            35. Multi directional warp
            36. Non-uniform directional warp
            37. Reaction diffusion fast
            38. RT irradiance
            39. RT shadow
            40. Shadows
            41. Shape drop shadow
            42. Shape glow
            43. Shape stroke
            44. Summed area table
            45. Swirl
            46. Uber emboss
            47. Vector morph
            48. Vector warp
          7. Normal map
            1. Normal map
            2. Bent normal
            3. Facing normal
            4. Height normal blender
            5. Height to normal world units
            6. Normal blend
            7. Normal combine
            8. Normal invert
            9. Normal normalize
            10. Normal sobel
            11. Normal to height
            12. Normal to height HQ
            13. Normal transform
            14. Normal uncombine
            15. Normal vector rotation
          8. Tiling
            1. Tiling
            2. Make it tile patch
            3. Make it tile photo
          9. Transforms
            1. Transforms
            2. 3D texture offset
            3. Auto crop
            4. Cartesian to polar
            5. Clone (Filter node)
            6. Mirror (Filter node)
            7. Noise upscale 1
            8. Noise upscale 2
            9. Noise upscale 3
            10. Non-square transform
            11. Non-uniform rotation
            12. Polar to cartesian
            13. Quad transform
            14. Safe transform
            15. Skew
            16. Symmetry
            17. Symmetry slice
            18. Trapezoid transform
        4. Material filters
          1. Material filters
          2. 1-click
            1. 1-Click
            2. Bitmap to material light
          3. Effects (Material)
            1. Effects (Material)
            2. Height blend
            3. Material height blend
            4. Season filter
            5. Snow cover
            6. Water level
          4. Transforms (Material)
            1. Transforms (Material)
            2. Material transform
          5. Blending (Material)
            1. Blending (Material)
            2. Material adjustment blend
            3. Material blend
            4. Material color blend
            5. Material switch
            6. Multi-material blend
          6. PBR utilities
            1. PBR utilities
            2. BaseColor / Metallic / Roughness converter
            3. Base material
            4. PBR Albedo safe color
            5. PBR BaseColor / Metallic validate
            6. PBR Dielectric F0
            7. PBR Metal reflectance
            8. PBR render
            9. PBR render mapping
          7. Scan processing
            1. Scan processing
            2. AO cancellation
            3. Atlas scatter
            4. Atlas splitter
            5. Clone patch
            6. Color equalizer
            7. Crop
            8. Material clone patch
            9. Material crop
            10. Multi-angle to Albedo
            11. Multi-angle to Normal
            12. Multi-clone patch
            13. Multi-color equalizer
            14. Multi-crop
            15. Smart auto tile
        5. Mesh-based generators
          1. Mesh-based generators
          2. Mask generators
            1. Mask generators
            2. Bottom to top
            3. Cloth wear
            4. Dirt
            5. Dripping rust
            6. Dust
            7. Edge blur
            8. Edge damages
            9. Edge dirt
            10. Edge notch
            11. Edge select
            12. Edge speckle
            13. Edge wear
            14. Fiber glass edge wear
            15. Grease
            16. Ground dirt
            17. Leaks
            18. Leather wear
            19. Light
            20. Mask builder
            21. Metal edge eear
            22. Paint wear
            23. Selective dirt
            24. Sun bleach
            25. Surface brush
          3. Weathering
            1. Weathering
            2. Cracks weathering
            3. Fabric weathering
            4. Leather weathering
            5. Metal weathering
            6. Moss weathering
            7. Rock weathering
            8. Rust weathering
          4. Utilities (Mesh-based generators)
            1. Utilities (Mesh-based generators)
            2. 3D planar projection
            3. Material mesh data blender
            4. Material selector
            5. Mesh data combiner
            6. Triplanar
        6. Spline & Path tools
          1. Spline & Path tools
          2. Working with Path & Spline tools
          3. Path tools
            1. Path tools
            2. Paths format specifications
            3. Paths 2D transform
            4. Mask to Ppths
            5. Paths to spline
            6. Paths polygon
            7. Preview paths
            8. Paths warp
            9. Quad transform on path
            10. Paths select
            11. Paths vertex processor
            12. Paths vertex processor simple
          4. Spline tools
            1. Spline tools
            2. Paths to Spline
            3. Point list
            4. Scatter on Spline color
            5. Scatter on Spline grayscale
            6. Spline 2D transform
            7. Spline (Cubic)
            8. Spline (Poly quadratic)
            9. Spline append
            10. Spline bridge (2 Splines)
            11. Spline bridge (List)
            12. Spline bridge mapper color
            13. Spline bridge mapper grayscale
            14. Spline circle
            15. Spline fill
            16. Spline flow mapper
            17. Spline mapper color
            18. Spline mapper grayscale
            19. Spline merge list
            20. Spline render
            21. Spline sample height
            22. Spline sample thickness
            23. Spline select
            24. Spline warp
            25. UV mapper color
            26. UV mapper grayscale
        7. 3D view (Library)
          1. 3D view (Library)
          2. HDRI tools
            1. HDRI tools
            2. Blackbody
            3. Color temperature adjustment
            4. Exposure
            5. Exposure preview
            6. HDR merge
            7. Nadir extract
            8. Nadir patch
            9. Panorama 3D position
            10. Panorama rotation
            11. Gradient 2 points
            12. Gradient linear (HDRI)
            13. Line light
            14. Physical sun/sky
            15. Plane light
            16. Shape light
            17. Sphere light
            18. Straighten horizon
  8. Substance function graphs
    1. Substance function graphs
    2. What is a Substance function graph?
    3. Create and edit a Substance function graph
    4. The Substance function graph
    5. Variables
      1. Variables
      2. Built-in variables
      3. Get a variable value
      4. Create a variable
    6. FX-maps
      1. FX-Maps
      2. How it works
      3. The Iterate node
      4. The Quadrant node
      5. Using Substance function graphs in FX-Maps
        1. Using Substance function graphs
          in FX-Maps
        2. Iterate and $number variable
        3. Using the Sampler nodes
        4. Using the Set/Sequence nodes
    7. Warnings in Substance function graphs
    8. Sample Substance function graphs
    9. Nodes reference for Substance function graphs
      1. Nodes reference for Substance function graphs
      2. Function nodes overview
      3. Constant nodes
      4. Vector and Swizzle nodes
      5. Get nodes
      6. Sampler nodes
      7. Cast nodes
      8. Operator nodes
      9. Logical nodes
      10. Comparison nodes
      11. Function nodes
      12. Control nodes
  9. MDL graphs
    1. MDL graphs
    2. Main MDL graph concepts
    3. Creating an MDL graph
    4. MDL library
    5. Exposing parameters in MDL graphs
    6. Substance graphs and MDL materials
    7. Exporting MDL content
    8. Warnings in MDL graphs
    9. MDL learning resources
  10. Bakers
    1. Bakers
    2. Bakers legacy interface
  11. Best practices
    1. Best practices
    2. Filesize reduction guidelines
    3. Graph creation etiquette
    4. Performance optimization guidelines
  12. Pipeline and project configuration
    1. Pipeline and project configuration
    2. Project configuration files - SBSPRJ
    3. Configuration list - SBSCFG
    4. User preferences - Automating setup
    5. Retrieving the installation path
    6. Environment variables
  13. Color management
    1. Color management
    2. Spot colors (Pantone)
  14. Package metadata
  15. Scripting
    1. Scripting
    2. Plugin basics
    3. Plugin search paths
    4. Plugins packages
    5. Plugin manager
    6. Python editor
    7. Accessing graphs and selections
    8. Nodes and properties
    9. Undo and redo
    10. Application callbacks
    11. Creating user interface elements
    12. Adding actions to the Explorer toolbar
    13. Using color management
    14. Using spot colors
    15. Logging
    16. Using threads
    17. Debugging plugins using Visual Studio Code
    18. Porting previous plugins
    19. Packaging plugins
    20. Scripting API reference
  16. Technical issues
    1. Technical issues
    2. Warnings and errors
    3. Cannot create/load a project
    4. Application does not start
    5. Crash when rendering graphs
    6. Parameters not working as expected
    7. Incorrect image output
    8. 3D View issues
    9. User interface issues
    10. Python issues
    11. Substance model graph feature is missing
  17. Release notes
    1. Release notes
    2. All changes
    3. Version 14.0
    4. Version 13.1
    5. Version 13.0
    6. Version 12.4
    7. Version 12.3
    8. Version 12.2
    9. Version 12.1
    10. Version 11.3
    11. Version 11.2
    12. Version 2021.1 (11.1)
    13. Old versions
      1. Old versions
      2. Version 2020.2 (10.2)
      3. Version 2020.1 (10.1)
      4. Version 2019.3 (9.3)
      5. Version 2019.2 (9.2)
      6. Version 2019.1 (9.1)
Node icon

In: Spline & Path Tools > Spline Tools

Description

Draws the specified pattern(s) along the input splines over the input background.

The node offers deep customization options for controlling how patterns are scattered.

Some aspects of the scattering may be controlled using images from other nodes in the graph to further the dynamic aspect of the result. 

Note:

Input connectors

Background Grayscale (Primary)
The grayscale image over which splines should be drawn.

Spline Coords Color
The coordinates of the input splines’ points encoded in the RGBA channels of a color image:
    R - X position
    G - Y position
    B - Height
    A - Packed data:
        - Sign: Spline is closed (negative) or open (positive);
        - Absolute value: Thickness + 1.

Spline Data Color
Additional data of the input splines encoded in the RGBA channels of a color image.
    R - Tangents X
    G - Tangents Y
    B - Unused
    A - Unused

Spline Amount Integer
The number of input splines.

Pattern Input # Grayscale
The pattern(s) which should be scattered along the splines.

Scale Map Grayscale
The map controlling the scale of the scattered patterns. The effect of this map is controlled by the ‘Scale Map Input Multiplier’ parameter and is combined with the other parameters in the ‘Size’ group.

Height Map Grayscale
The map controlling the height of the scattered patterns. The effect of this map is controlled by the ‘Height Input Multiplier’ parameter and is combined with the other ‘Color’ parameters in the ‘Color’ group.

Mask Map Grayscale
The map controlling the masking of the scattered patterns. The effect of this map is controlled by the ‘Mask Map Threshold’ parameter and is combined with the other ‘Mask’ parameters in the ‘Color’ group.


Output connectors

Output Grayscale
The image representing the pattern(s) scattered along the input spline(s) over the input background.


Parameters

Spline Input Integer
The method of selecting which splines should be used for scattering patterns:
- All splines: Use all splines in the input list;
- Single Spline: Use only the specified spline from the input list;
- Spline Range: Use only the splines in the specified range from the input list.

Spline Index Integer (Available when ‘Spline Input’ is set to ‘Single Spline’)
The list index of the spline which should be used for scattering patterns.

Spline Range Integer2 (Available when ‘Spline Input’ is set to ‘Spline Range’)
The range of list indexes including the splines which should be used for scattering patterns.

Scatter Mode Integer
The method of scattering the patterns along the splines, which impacts the amount of patterns on each spline:
- Shape Amount: The specified amount of evenly spaced patterns is scattered;
- Shape Spacing: The number of patterns is automatically adjusted to fit the specified even spacing.
In both cases, the first and last patterns fall exactly on the start and end of each spline respectively.

Shape Amount Integer (Available when ‘Scatter Mode’ is set to ‘Shape Amount’)
The amount of evenly spaced patterns scattered along each spline.

Shape Distribution Along Spline Integer (Available when ‘Scatter Mode’ is set to ‘Shape Amount’)
The method of distributing the patterns along a spline:
- From Source: The spacing of the patterns is influenced by the spline point’s tangents, where shapes are further apart near points with long tangents;
- Uniform: The patterns are evenly spaced along the spline regardless of its tangents and trajectory.

Shape Spacing Float (Available when ‘Scatter Mode’ is set to ‘Shape Spacing’)
The minimum distance along a spline by which patterns should be spaced, while still landing the first and last pattern on the start and end of each spline respectively.

Start Float
Offsets the point from the start of a spline where the scattering starts. The value is the normalized length of each spline.

End Float
Offsets the point from the start of a spline where the scattering ends. The value is the normalized length of each spline.

Shape Pivot Float2
Offsets the pivot of the pattern X and Y in spline tangent space.
Considering the pivot is what is placed on the spline, this effectively offsets the patterns along or perpendicularly to the spline.
Note: The positions of the pivots impacts the effect of the ‘Scale’ and ‘Rotation (Pivot)’ parameters.

Pattern Integer
The pattern which should be scattered along the splines:
- Pattern Input: Use the patterns supplied to the ‘Pattern Input #’ inputs;
- Square;
- Disc;
- Paraboloid;
- Bell;
- Gaussian;
- Thorn;
- Pyramid;
- Brick;
- Gradation;
- Waves;
- Half Bell;
- Ridged Bell;
- Crescent;
- Capsule;
- Cone;
- Gradation w. offset;
- Hemisphere.

Pattern Input Number Integer (Available when ‘Pattern’ is set to ‘Pattern Input’)
Selects the index of the input pattern which should be scattered.

Pattern Input Distribution Integer (Available when ‘Pattern’ is set to ‘Pattern Input’)
The method used to select which of the input patterns should be scattered on a given spline:
- Random: a pattern is randomly selected;
- Along Spline: The pattern index increases gradually along the spline;
- Pattern Index: Loops over the index of input patterns along each spline;
- Spline Index: Loops over the index of input patterns from one spline to the next in the list of input splines.

Distribution Jittering Float (Available when ‘Pattern Input Distribution’ is set to ‘Along Spline’)
Randomly increases or decreases the selected index of patterns on the spline.

Override First Pattern Boolean
Manually select the index of the pattern that should be placed at the start of each spline.

First Pattern Input Index Integer (Available when ‘Override First Pattern’ is set to ‘True’)
The index of the pattern that should be placed at the start of each spline.

Override Last Pattern Boolean
Manually select the index of the pattern that should be placed at the end of each spline.

Last Pattern Input Index Integer (Available when ‘Override Last Pattern’ is set to ‘True’)
The index of the pattern that should be placed at the end of each spline.

Distribution Mode Integer
The method used to place the duplicate patterns:
- Linear: duplicates are evenly spaced along the spline’s normal from the pattern’s original location;
- Circular: duplicated are arranged along a virtual circle centered on the spline at the pattern’s original location.

Duplicates Amount Integer
The number of duplicated patterns.

Offset Float2 (Available when ‘Distribution Mode’ is set to ‘Linear’)
Applies an offset to the duplicates’ positions along the spline’s tangent (parallel) and normal (perpendicular).
Duplicates on opposite sides of the spline are moved in opposite directions.

Offset Center Float2 (Available when ‘Distribution Mode’ is set to ‘Linear’)
Applies an offset to the duplicates along the spline on X (parallel) and Y (perpendicular).

Spread Angle Float (Available when ‘Distribution Mode’ is set to ‘Circular’)
The arc of the virtual circle along which duplicates are distributed, as the angle of that arc where 1 is the full circle.

Offset Distance Float (Available when ‘Distribution Mode’ is set to ‘Circular’)
The radius of the virtual circle along which duplicates are distributed.

Rotation Float
Rotates the virtual circle along which duplicates are distributed.

Offset Start/End Attenuation Float2
Factors in the distance from the midpoint of the spline to its Start and End, when applying offsets to duplicates.
This means offsets are decreased for duplicates closer to a spline’s extremities.

Offset Attenuation by Thickness Float
Factors in the spline’s thickness when applying offsets to duplicates.
This means offsets are decreased for duplicates on a portion of a spline with a lower thickness.

Size Mode Integer
The method of setting the size of the scattered patterns:
- Normal: Size is controlled uniformly using a global ‘Scale’ parameter;
- Use Thickness from Spline: Size is driven by the spline’s thickness.

Thickness Affects Integer (Available when ‘Size Mode’ is set to ‘Use Thickness from Spline’)
Specifies which axis of a pattern’s scale should be driven by the spline’s thickness:
- X & Y: Thickness is multiplied against the size in both the X and Y axes;
- X: Thickness is multiplied against the size on the X axis only;
- Y: Thickness is multiplied against the size on the Y axis only.
When not multiplied, the pattern’s original scale is the full span of the image.
This means in the ‘X’ mode, the size in the Y axis is the full span of the image and needs to be tweaked using the Size parameter. The same applied for size in the X axis when using the ‘Y’ mode.

Size Float2
The original size of patterns in X and Y before other adjustments are made by other parameters.

Size Random Float2
Applies a random multiplier up to the specified value for reducing the size of the patterns in X and Y.

Thickness Scale Float (Available when ‘Size Mode’ is set to ‘Use Thickness from Spline’)
An additional multiplier for the scale of the patterns when driven by the spline’s thickness.

Scale Float (Available when ‘Size Mode’ is set to ‘Normal’)
A global control for the size of all patterns, where 1 is the full span of the image.
Scaling is applied relatively to a pattern’s pivot. The pivot position can be offset using the ‘Shape Pivot’ parameter.

Scale Random Float
Applies a random multiplier up to the specified value for decreasing the size of the patterns.

Scale Map Input Multiplier Float
Controls the intensity of the Scale Map input. This map acts as a multiplier for the current size of the patterns.
The effect of this map is combined with the other parameters in the ‘Size’ group.

Scale Input Sampling Mode Texture Space
The method of mapping the values in the Scale Map to the splines:
- Texture space: The values are applied to the splines where they would be if placed in a texture using the texture’s UV coordinates. This effectively applies the value to the splines ‘in place’;
- Horizontal along spline: The values are applied to the encoded splines’ coordinates directly (see Spline Coords input), where each row is applied to a different spline from top to bottom;
- Hor. along spline (rand. offset X): The values are applied to the encoded splines’ coordinates directly (see Spline Coords input), with a random horizontal offset in the Scale map for each spline (I.e., each row in Spline Coords);
- Hor. along spline (rand. offset Y): The values are applied to the encoded splines’ coordinates directly (see Spline Coords input), with a random vertical offset in the Scale map for each spline (I.e., each row in Spline Coords).

Start/End Attenuation Float2
Factors in the distance from the midpoint of the spline to its Start and End when scaling the patterns.
This means size is decreased for patterns closer to a spline’s extremities.

Local Offset Float2
Applies an offset to the patterns’ positions along the spline’s tangent (parallel) and normal (perpendicular).

Local Offset Random Float2
Applies an additional random offset to the patterns’ positions along the spline’s tangent (parallel) and normal (perpendicular).

Local Offset Random Center Float2
Offsets the center of the random offset applied by the Local Offset Random parameter along the spline’s tangent (parallel) and normal (perpendicular).

Local Offset Start/End Attenuation Float2
Factors in the distance from the midpoint of the spline to its Start and End when applying position offsets to the patterns.
This means offsets are decreased for patterns closer to a spline’s extremities.

Local Offset Attenuation by Thickness Float
Factors in the spline’s thickness when applying offsets to patterns.
This means offsets are decreased for duplicates on a portion of a spline with a lower thickness.

Offset on Spline Float
Applies a position offset to the patterns along the splines.

Random Offset on Spline Float
Applies an additional position offset to the patterns along the splines.

Align with Tangent Boolean
Rotates the patterns to match the direction of the spline at their location.

Rotation (Pivot) Float
Rotates the patterns around their pivots.
The pivot position can be offset using the ‘Shape Pivot’ parameter.

Rotation Random (Pivot) Float
Applies an additional random rotation to the patterns around their pivots.
The pivot position can be offset using the ‘Shape Pivot’ parameter.

Rotation Random Center (Pivot) Float
Rotates around the pattern’s pivots the center of the random rotations applied by the Rotation Random parameter.

Rotation (Center) Float
Rotates the patterns around their center.

Rotation Random (Center) Float
Applies an additional random rotation to the patterns around their center.

Rotation Random Center (Center) Float
Rotates around the pattern’s center the center of the random rotations applied by the Rotation Random parameter.

Blend Mode Integer
The method of blending together the colors of patterns with both the background and other overlapping patterns:
- Max: Use the brightest color;
- Add: Add the colors together.

Shape Base Color Float
The base color of the patterns.

Shape Base Color Multiplier Float
The intensity of the patterns’ Shape Base Color.
Note: The output color is the weighted result of all color multipliers.

Spline Thickness Multiplier Float
The intensity by which the color of each pattern is multiplied against the thickness of the spline at its location.
Note: The output color is the weighted result of all color multipliers.

Shape Index Multiplier Float
The intensity by which the color of each pattern is multiplied against its normalized index.
Note: The output color is the weighted result of all color multipliers.

Hemisphere Height Mode Integer (Available when ‘Pattern’ is set to ‘Hemisphere’)
The effect of the spline’s height on a Hemisphere pattern scattered onto it:
- Offset: the spline height is added to the height of the Hemisphere;
- Scale: the spline height is multiplied against the height of the Hemisphere.

Spline Height Multiplier Float
The intensity by which the color of each pattern is multiplied against the height of the spline at its location.
Note: The output color is the weighted result of all color multipliers.

Shape Scale Multiplier Float
The intensity by which the color of each pattern is multiplied against its scale.
Note: The output color is the weighted result of all color multipliers.

Random Luminance Float
Applies a random multiplier up to the specified value for decreasing the luminance of the patterns.
Note: The output color is the weighted result of all color multipliers.

Height Input Multiplier Float
Controls the intensity of the Height Map input. This map acts as a multiplier for the current luminance of the patterns.
The effect of this map is combined with the other parameters in the ‘Color’ group.
Note: The output color is the weighted result of all color multipliers.

Height Map Input Sampling Mode Integer
The method of mapping the values in the Height Map to the splines:
- Texture space: The values are applied to the splines where they would be if placed in a texture using the texture’s UV coordinates. This effectively applies the value to the splines ‘in place’;
- Horizontal along spline: The values are applied to the encoded splines’ coordinates directly (see Spline Coords input), where each row is applied to a different spline from top to bottom;
- Hor. along spline (rand. offset X): The values are applied to the encoded splines’ coordinates directly (see Spline Coords input), with a random horizontal offset in the Scale map for each spline (I.e., each row in Spline Coords);
- Hor. along spline (rand. offset Y): The values are applied to the encoded splines’ coordinates directly (see Spline Coords input), with a random vertical offset in the Scale map for each spline (I.e., each row in Spline Coords).

Mask Random Float
Adjusts the range of the random masking of patterns, where 0 means no patterns are masked and 1 means all patterns are.

Mask Map Threshold Float
Values in the Mask Map below this threshold value are processed as black, while values above the threshold are processed as white.
This means all patterns in areas of the Mask Map below this value will be masked.

Mask Map Input Sampling Mode Integer
The method of mapping the values in the Mask Map to the splines:
- Texture space: The values are applied to the splines where they would be if placed in a texture using the texture’s UV coordinates. This effectively applies the value to the splines ‘in place’;
- Horizontal along spline: The values are applied to the encoded splines’ coordinates directly (see Spline Coords input), where each row is applied to a different spline from top to bottom;
- Hor. along spline (rand. offset X): The values are applied to the encoded splines’ coordinates directly (see Spline Coords input), with a random horizontal offset in the Scale map for each spline (I.e., each row in Spline Coords);
- Hor. along spline (rand. offset Y): The values are applied to the encoded splines’ coordinates directly (see Spline Coords input), with a random vertical offset in the Scale map for each spline (I.e., each row in Spline Coords).

Invert Mask Map Boolean
Inverts the values of the Mask Map using a ‘One minus’ operation (1 - x).

Mask Invert Boolean
Inverts the masking of the patterns.

Non-Square Correction Boolean
Adjust the points’ positions to retain the spline shape in non-square resolutions.


Examples

ScatterOnSplineGrayscale-Variant1-Before
ScatterOnSplineGrayscale-Variant1-After
ScatterOnSplineGrayscale-Variant2-Before
ScatterOnSplineGrayscale-Variant2-After
Node example 2

Node demo 2

Get help faster and easier

New user?