Profile PictureCristobal Vila
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Dither Maps

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Dither Maps

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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.

How to install, tips, license and legal stuff.

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