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Generator Nodes

Generators synthesize an image from their own settings. Most have no inputs at all, so they sit at the head of a graph; everything downstream filters, blends or converts what a generator makes. Every generator here is built to tile seamlessly on both axes.

Two conventions apply throughout this page:

  • A Seed control is a whole number with no slider. Type a value or press the randomize button beside it. Changing the seed reshuffles the pattern without changing any other characteristic.
  • A Mask input, where a node has one, composites the node’s result back over what it would otherwise have shown. On a generator there is no upstream image to fall back to, so a masked-out area resolves to black: “nothing here” rather than “raw source here”.

Type id: noise

Eleven noise families in one node: Perlin, fBm, ridged, billow, white, simplex, waves, Gabor, curl/flow, spots and scratches. This is the default generator and the one that supersedes the older single-family noise nodes. Pick a family from Type; only the controls that family actually uses stay visible in Properties.

Inputs: None.

Outputs:

  • Output (grayscale texture): the noise field, 0 to 1.
ParameterTypeDefaultRange / OptionsNotes
TypeenumPerlinPerlin · fBm · Ridged Multifractal · Billow · White · Simplex · Wave / Band · Gabor · Curl / Flow · Gaussian Spots · Scratches / FibersChooses the family. The stored value is the position in this list, so the order never changes; new families are only ever added at the end.
Scalefloat8.01.0 to 128.0Cells per axis. Rounded to a whole number internally so the field stays seamless. On White noise it sets grain size.
Seedseed00 to 9999
Octaveswhole number51 to 8How many layers are summed. A layer whose cells would land below a pixel is dropped, so a preview and a bake of the same graph show the same fine grain. Shown for fBm, Ridged Multifractal, Billow and Curl / Flow.
Lacunaritywhole number21 to 4Frequency multiplier per octave. Whole numbers only; a fractional value would break tiling. Shown for fBm, Ridged Multifractal, Billow and Curl / Flow.
Gainfloat0.50.0 to 1.0Amplitude multiplier per octave; below 0.5 the fine layers fade faster. Shown for fBm, Ridged Multifractal, Billow and Curl / Flow.
Anglefloat0.00.0 to 360.0 degreesDirection of the pattern. On Wave / Band, Angle, Scale and Anisotropy fold into one wave vector that is snapped to the nearest tiling-safe pair, so the bands stay seamless at every setting and the rendered angle is the closest the tile admits. Shown for Wave / Band, Gabor and Scratches / Fibers.
Anisotropyfloat1.00.05 to 8.0Directional stretch. Above 1 stretches along the angle, below 1 compresses across it; this is how you get brushed-metal, wood-grain and fabric looks. On Scratches / Fibers it also sets strand length, up to a ceiling of two cells. Shown for Wave / Band, Gabor, Gaussian Spots and Scratches / Fibers.
Densitywhole number21 to 4Number of features per cell. Shown for Gabor, Gaussian Spots and Scratches / Fibers.
Sharpnessfloat0.50.01 to 1.0Feature size and falloff: bandwidth on Gabor, spot falloff on Gaussian Spots, strand thickness on Scratches / Fibers, and how far the bands bend on Wave / Band. Shown for Wave / Band, Gabor, Gaussian Spots and Scratches / Fibers.
Warpfloat0.250.0 to 1.0Flow displacement strength. Shown for Curl / Flow only.

Hidden controls are not reset: a parameter you set for one family keeps its value if you switch away and back.

Perlin and fBm are normalized to the full black-to-white range instead of hovering in the middle grays, so neither needs a Levels node just to reach the ends; one still narrows the range back if you want a flatter result. Averaging octaves does pull fBm’s values toward the middle, which is fBm’s nature rather than a range problem. Billow holds its range at low octave counts, and Gabor stays inside the range at every Sharpness rather than running together into solid blobs.

Type id: voronoi_noise

The mosaic generator: it scatters seed points, fills each region with a flat random tone and separates regions with thin walls. The base for cracked mud, pebbles, scales and stained glass. Six outputs all come from the same scatter, so a cell-color map and a distance map from one Voronoi node always agree with each other (see multiple outputs). For the distance-field looks (F1, borders, crystal) reach for Cells instead.

Inputs: None.

Outputs:

  • Cells (grayscale texture): flat random fill per region with dark walls between them; the default output.
  • F1 Distance (grayscale texture): distance to the nearest seed point, normalized so the ramp spans 0 to 1 whatever the scale.
  • Edge Distance (grayscale texture): distance to the nearest region boundary: black exactly on the boundary, rising into the region. The classic crack/edge mask.
  • Cell Color (color texture): a random RGB color, flat-filled per region.
  • Cell Position (color texture): the owning seed point’s location, flat-filled per region. Feeds per-region gradients and warps.
  • Cell ID (grayscale texture): a stable random gray per region, for driving per-region variation.
ParameterTypeDefaultRange / OptionsNotes
Scalewhole number61 to 64Cells per axis.
Seedseed0
Jitterfloat1.00.0 to 1.0How far each point strays from its grid slot. At 0 the cells form a regular grid.
Edge Widthfloat0.00.0 to 0.2Width of the solid wall core on each side of a boundary, in cell units. At 0 the wall is nothing but the softness ramp.
Edge Softnessfloat0.020.0 to 0.2Width of the ramp past the core, in cell units. 0 gives a hard cut between wall and fill.
Variationfloat1.00.0 to 1.0How much of the per-region random gray survives on the Cells port. 1 is the classic mosaic; 0 fills every region white, leaving a pure black-and-white crack mask that needs no Levels node after it.
Roundingfloat0.00.0 to 0.5Corner fillet radius in cell units. 0 keeps the exact straight-edged polygons; higher values round the regions into pebbles. It works on the boundary distance itself, so the Cells walls and the Edge Distance port round together.

Both the walls and the Edge Distance port are cut from the true distance to the region boundary, so a wall holds the same thickness along every edge and into the corners instead of thinning where regions meet.

Type id: cells

Cellular (Worley) noise with a mode picker; the distance-field family. Reach for it for stone walls, tiled surfaces, organic clusters and crack masks.

Inputs: None.

Outputs:

  • Output (grayscale texture): the cellular field in the selected mode.
ParameterTypeDefaultRange / OptionsNotes
Scalewhole number61 to 64Cells per axis.
Seedseed0
Jitterfloat1.00.0 to 1.0How far each point strays from its grid slot.
ModeenumF1F1 · F2 - F1 · Borders · CrystalF1 is distance to the nearest point (rounded blobs darkening toward each point). F2 - F1 is the gap between the two nearest points, falling to black along cell boundaries. Borders draws a wall along each boundary, cut from the true distance to it so the thickness holds all the way into the junctions. Crystal fills each cell with one flat random tone.
Edge Widthfloat0.00.0 to 0.2Width of the solid wall core on each side of a boundary, in cell units.
Edge Softnessfloat0.040.0 to 0.2Width of the ramp past the core. 0 gives a hard black-and-white cut.
Roundingfloat0.00.0 to 0.5Corner fillet radius in cell units; rounds the wall junctions so the cells read as pebbles rather than polygons.

The three wall controls only apply to Borders, and Properties hides them in the other three modes.

Type id: checker

A hard two-tone checkerboard. Useful as a tiling sanity check and as a mask source.

Inputs: None.

Outputs:

  • Output (grayscale texture): the checkerboard.
ParameterTypeDefaultRange / OptionsNotes
Tiles Xwhole number81 to 64Rounded to the nearest even value (minimum 2); an odd count would put two same-colored cells against each other across the wrap.
Tiles Ywhole number81 to 64Rounded to the nearest even value (minimum 2), same reason.

Type id: brick

A parametric tile lattice with per-axis mortar gaps, bevelled and optionally rounded corners: brick courses, stack bond, herringbone, hexagons, triangles or diamonds. The four outputs come from one lattice evaluation, so the mortar, cell ID and cell UV always line up with the brick mask.

Inputs: None.

Outputs:

  • Bricks (grayscale texture): the brick mask, white faces on black mortar; the default output. Per-brick tone is deliberately not baked in; take it from Cell ID and apply it where you want it.
  • Mortar (grayscale texture): the exact complement of the brick mask, so the two never leave a hairline gap or overlap along the bevel.
  • Cell ID (grayscale texture): a stable random gray per brick, for per-brick color or roughness variation.
  • Cell UV (color texture): the position within each brick, 0 to 1 on each axis, carried in red and green. Wire it into a gradient or a sampler to place something inside every brick.
ParameterTypeDefaultRange / OptionsNotes
Columnswhole number81 to 32Bricks across. Rounded up to the nearest even value for Diamond, and to the nearest multiple of four (minimum 4) for Herringbone, whose repeating block is four cells wide. Running Bond, Stack, Hexagon and Triangle use the count as typed.
Rowswhole number161 to 64Courses down. Rounded up to the nearest even value for Running Bond, Hexagon and Diamond, and to the nearest multiple of four for Herringbone. Stack and Triangle use the count as typed.
Gutter Xfloat0.10.0 to 0.4Width of the vertical head joints, as a fraction of a cell.
Gutter Yfloat0.10.0 to 0.4Width of the horizontal bed joints. Herringbone, Hexagon, Triangle and Diamond use the average of the two gutters: their joints are diagonal or alternate orientation, so no joint is purely head or bed.
Bevelfloat0.020.0 to 0.2Edge falloff width. 0 gives a hard edge.
Seedseed0Drives the Cell ID tone and the two randomizers below.
LatticeenumRunning BondRunning Bond · Stack · Herringbone · Hexagon · Triangle · DiamondAll six share the same gutter and bevel machinery; only the cell shape changes. Hexagon lays a point-topped honeycomb, and Herringbone the zigzag weave, with each brick’s joints meeting its neighbors’ rather than stopping mid-air.
Row Offsetfloat0.50.0 to 1.0Course stagger in brick widths; 0.5 is the classic running bond, 0 collapses it to a stack. Running Bond only: Stack is defined by not staggering, and the interlocking lattices’ offsets are fixed by their geometry.
Row Offset Randomfloat0.00.0 to 1.0Extra random stagger per course, constant along that course. Stack plus this is a random bond. Running Bond and Stack only.
Offset Randomfloat0.00.0 to 1.0Slides each joint by a random amount, so bricks come out slightly irregular in size, hand-laid rather than machined. It moves joints, not whole cells, so the lattice never tears open. Running Bond and Stack only.
Corner Radiusfloat0.00.0 to 0.4Corner rounding, in cell units. Running Bond, Stack and Herringbone only; the diagonal-edged lattices have no square corners to round.

Rounding of the grid counts happens silently; a slightly different brick count is preferable to a visible seam.

Type id: gradient

A smooth ramp across the tile in one of five shapes. The starting point for most falloffs and blend masks. Every shape honors the angle, not just the linear one.

Inputs:

  • Input (any texture, optional): when Use Input is on, this image’s brightness offsets the ramp, so feeding noise in warps the ramp and feeding a mask in remaps it. Color input is reduced to brightness, so grayscale and color both connect cleanly.

Outputs:

  • Output (grayscale texture): the ramp.
ParameterTypeDefaultRange / OptionsNotes
TypeenumLinearLinear · Radial · Angular · Diamond · SquareAngular is the conical sweep; Square is a box ramp.
Anglefloat0.00.0 to 360.0 degreesRotation about the tile center, applied to every shape. The linear ramp is renormalized as it turns, so an off-axis angle still runs corner to corner instead of clipping into solid triangles.
Startfloat0.00.0 to 1.0Where the active range of the ramp begins.
Endfloat1.00.0 to 1.0Where it ends. Narrowing Start and End steepens the ramp. Dragging End past Start inverts the ramp, so one node can remap and invert together.
Use Inputon/offoffTurns on the input modulation. With it off the node is a pure generator, whether or not something is connected.
Input Influencefloat1.00.0 to 1.0How strongly the input reshapes the ramp. No effect while Use Input is off.

Type id: shape

Draws a single primitive centered on the tile, with adjustable edge softness. The building block for stamps and masks.

Inputs: None.

Outputs:

  • Output (grayscale texture): white shape on a black field.
ParameterTypeDefaultRange / OptionsNotes
ShapeenumCircleCircle · Square · Polygon
Sizefloat0.750.0 to 1.0Radius as a fraction of the tile’s half-extent.
Sideswhole number63 to 12Polygon side count. No effect unless Shape is Polygon.
Softnessfloat0.010.0 to 0.5Edge falloff width. The falloff straddles the edge rather than sitting inside it, so raising Softness blurs the outline in place instead of shrinking the shape, and Size stays the size you asked for. At 0 the edge is still cleanly anti-aliased, about a pixel wide, rather than a raw staircase.

On a non-square resolution the shape stays circular rather than stretching; it is measured against the shorter axis.

Type id: uniform_color

Fills the whole tile with one flat color. Handy as a constant for blends, or as a base albedo.

Inputs: None.

Outputs:

  • Output (color texture): the flat color.
ParameterTypeDefaultRange / OptionsNotes
Redfloat0.50.0 to 1.0
Greenfloat0.50.0 to 1.0
Bluefloat0.50.0 to 1.0

Properties presents the three channels as a single combined color editor rather than three sliders.

Type id: value

Outputs a single constant number as a flat gray fill. Feed it into Math, Blend, Height Blend, a scale map, a threshold, or anywhere a single number needs to drive something.

Inputs: None.

Outputs:

  • Output (grayscale texture): the constant level.
ParameterTypeDefaultRange / OptionsNotes
Valuefloat0.50.0 to 1.0The pipeline is normalized, so the number lives in 0 to 1; there is no separate whole-number representation.

Type id: tile_sampler

Scatters a stamp across a grid, randomizing position, rotation, scale, color and tone per instance, and optionally driving all of that from input maps. The most flexible pattern generator in the library: pebbles, scales, planks, shingles, leaves, debris. Stamps composite across cell borders, so they may overgrow their own cell, overlap neighbors, and tessellate.

Inputs:

  • Pattern (any texture, optional): the stamp image, used when Shape is set to Pattern.
  • Pattern 2 through Pattern 8 (any texture, optional): seven more stamp slots. Tiles pick among the first Pattern Count of them.
  • Scale Map (grayscale texture, optional): sampled once at each tile’s center, so a tile scales as a whole.
  • Mask Map (grayscale texture, optional): sampled once per tile, at the tile’s center. Tiles below Mask Threshold are dropped outright; above it, a tile’s chance of surviving rises with how far the value clears the threshold, so a gray ramp thins the scatter gradually instead of switching it on at a hard line. A pure black-and-white mask still switches hard: white always admits, black never does. Unconnected it reads as white, so every tile is admitted.
  • Background (any texture, optional): composited under the stamps. Unconnected it is black, so the default output is stamps on nothing.
  • Color Map (color texture, optional): tints each tile by the color under its center.
  • Rotation Map (grayscale texture, optional): per-tile rotation; brightness maps to a full turn.
  • Vector Map (color texture, optional): per-tile positional offset, read from red and green centered on mid-gray like a warp.
  • Mask (grayscale texture, optional): masks the node’s result. Masked-out areas fall back to black, meaning “no tiles here”.

Outputs:

  • Pattern (any texture): the composited scatter; the default output.
  • Instance ID (grayscale texture): a stable identifier for the tile owning each pixel.
  • Random Value (grayscale texture): that tile’s random value, for driving per-instance variation downstream.
  • Position (color texture): the owning tile’s center position.
ParameterTypeDefaultRange / OptionsNotes
Tiles Xwhole number81 to 64Grid columns. Whole numbers only: a fractional count leaves a clipped sliver of stamps at the seam.
Tiles Ywhole number81 to 64Grid rows. Whole numbers only, and rounded up to the nearest even value whenever Row Offset is above 0, since the stagger alternates per row and has to repeat exactly across the tile.
ShapeenumCircleCircle · Square · Hexagon · PatternPattern stamps the connected pattern inputs instead of a procedural shape. A connected pattern is ignored in the other three modes. Hexagon stamps are point-topped, the orientation that closes into a honeycomb under a Row Offset of 0.5.
Sizefloat0.60.0 to 20.0Stamp size in cell units. 1.0 spans a whole cell; above that stamps overlap neighbors and merge into continuous coverage. Very large values are expensive; the compositing window grows with size.
Scale Xfloat1.00.05 to 4.0Stretches the stamp on X without stretching the grid.
Scale Yfloat1.00.05 to 4.0Stretches the stamp on Y without stretching the grid.
Row Offsetfloat0.00.0 to 1.0Horizontal stagger of alternate rows, in cells. 0.5 gives hexagonal or brick packing. Any value above 0 forces Tiles Y to an even count.
Rotationfloat0.00.0 to 360.0 degreesBase orientation applied to every stamp, on top of the random rotation below.
Offset Randomfloat0.00.0 to 1.0Per-tile positional jitter.
Scale Randomfloat0.00.0 to 1.0Per-tile size variation, shrinking each tile by up to this fraction. It draws its own random value, so size does not correlate with the positional jitter.
Scale Random Yfloat0.00.0 to 1.0Separate Y-axis size variation, so tiles can vary in aspect rather than just overall size; planks and shingles want one axis loose and one tight.
Rotation Randomfloat0.00.0 to 1.0Per-tile rotation variation.
Value Randomfloat0.00.0 to 1.0Per-tile brightness variation, tied to the seed.
Mask Thresholdfloat0.00.0 to 1.0Tiles whose Mask Map brightness falls below this are dropped. Above it a tile’s odds run from none at the threshold to certain at white, so this control sets both where the scatter stops and how fast it thins out on the way there.
Scale Map Influencefloat0.00.0 to 1.0How strongly Scale Map drives tile size.
Rotation Map Influencefloat0.00.0 to 1.0How strongly Rotation Map drives tile rotation.
Vector Map Influencefloat0.00.0 to 1.0How strongly Vector Map pushes tiles around.
Color Map Influencefloat0.00.0 to 1.0How strongly Color Map tints each tile.
Pattern Countwhole number11 to 8How many of the pattern inputs are in play. Each tile picks one of the first N.
Blend ModeenumMaxMax · Add · TopmostHow overlapping stamps combine: brightest wins, sum, or a random per-tile stacking order.
Seedseed0
Collision Radiusfloat0.00.0 to 4.0Minimum center-to-center spacing in cell units; 0 disables it. A tile is dropped when a higher-priority neighbor sits closer than this. Priority is a stable per-tile value, so the same tile always wins and the result never flickers. Spacing is resolved within a layer, so a finer layer may still land on top of a coarser one.
Layerswhole number00 to 3Extra finer scatter layers, each at double the tile count and half the size, composited over the coarser ones. 0 is a single layer. Gives hierarchical scattering, big shapes with progressively smaller ones filling the gaps, from one node instead of a stack of them.
Roundingfloat0.00.0 to 1.0Rounds the stamp’s corners: 0 is the sharp shape, 1 reaches a circle. Shown only while Shape is Square or Hexagon.

Stamp edges hold the same crispness at any tile count, stamp size or render resolution; the anti-aliasing band is measured in output pixels, not in cells.

Four single-family noise nodes predate the unified Noise node. All four are deprecated: they are hidden from the Node Library, but existing projects that use them still load and render. In new graphs use Noise with the matching Type instead.

  • Perlin Noise (perlin_noise, deprecated): classic gradient noise. Superseded by Noise with Type set to Perlin. Parameters: Scale (whole number, default 4, 1 to 32) and Seed.
  • FBM Noise (fbm_noise, deprecated): layers several octaves of noise into one cloudy, natural-looking field, the old go-to base for rock, dirt and organic surfaces. Superseded by Noise with Type set to fBm. Parameters: Scale (whole number, default 4, 1 to 32), Seed, Octaves (default 5, 1 to 8), Lacunarity (default 2, 1 to 4), Gain (float, default 0.5, 0.0 to 1.0).
  • Clouds (clouds, deprecated): soft, billowy fractal noise with broad tonal variation rather than fine detail, normalized so the brightest puffs do reach white. Superseded by Noise with Type set to Billow. Parameters: Scale (whole number, default 4, 1 to 32), Seed, Octaves (default 6, 1 to 8).
  • Anisotropic Noise (anisotropic_noise, deprecated): noise stretched along one axis; grain for wood, brushed metal and fabric. Superseded by Noise with Type set to Gabor or Scratches / Fibers, driving the look with Angle and Anisotropy. Parameters: Scale X (whole number, default 1, 1 to 64), Scale Y (whole number, default 32, 1 to 256), Seed. The two axes do not share a range, so a Scale Y above 64 has no mirror value on X.