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

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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 
  • 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.
  • 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
  • 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.
  • 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.
  • 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.
  • 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.
  • 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)
  • 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.


Example Images