Dither Maps
This node creates dither maps based on a blue noise. This allows non overlap pixels to be used as a source for random distributions where copies doesn’t overlap (up to a point)
Use Uniform Density or connect a Gradient or big Perlin noise to input (try also with quantized version).
Connect output to a Mask Map Input in a Tile Sampler node. Adjust there the XY Amount to 256, 512, etc (depending on parameter “Size” in this node).
Try with Pattern: Disc – Scale: 3 – Mask Map Threshold: 0.5 – Play with other settings.
Node based on a tip shared by Andrei Zelenco at “Inside the Node” group.
More details in this “Substance 3D Tools” section, side by side with other resources.
SBS file created with Designer 14.0.0 - Use and learn from it, but please: do not resell.