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ArtMatic 2 in 4 out components
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Introduction
Color Polygon N
Color Circle
Color Line
Color Neon Line
Gaussian Dot #
RGBa half plane
RGBa Pict/Movie
RGBa Blurred Pict/Movie
XYza Regular tiles #
XYza Semiregular tiles #
XYza Voronoi tiles #
XYza tiled disks #
XYza jitter disks
XYza Polar Tile
XYza Quantizer #
XYza Sparse Spot #
XYza DF zones
Appolonian Gasket
XYza Escher Disk
XYza Patterns #
Mondrian
City Blocks
Orthogonal Maze
Hexagonal Maze
Light LED Array
Random sticks
Slanted disk noise
Random Polygons A
Random Polygons B
Triangle Random Mesh
Random Circles
Color Stars
Random Domes
Time R-patchwork
Fractal Shaded Clouds
Color Regular tiles #
Color Semiregular tiles #
Color Triangle tiles
Color Hexagonal tiles
Interlaced Grid
Tech Noise #
Roof and wall patterns #
City Maps # (xziy)
MultiFractal noise
Sparse MultiFractal
Ridged noise
Fractal facets
Dunes
Lunar Granite noise
Rocks
Lichen rocks
Pebbles
Dome Rock
Fractal Curves
Earth Cracks
Vein network
Packed Crossfade
Packed Add
Packed Maths #
Packed Logic #
Packed Alpha Max
Packed Alpha blend
Packed Alpha Compose
Packed Morph
24 Compiled tree


Introduction

There are three primary types of 24 components: RGBA color shaders (many of which are implementations of 23 RGB color shaders), RGBA packed mixers that mix two RGBA streams, and the composite XYza functions that create interesting 2D tiled spaces + value + alpha mask (these are illustrated later in this chapter in some detail).

An essential in-depth discussion of ArtMatic structures Trees and components is found in ArtMatic Designer References and in Building trees.


24 Color Polygon N

parameters :
A : Sides (2. : 22.)
B : Radius (0. : 16.)
C : Color Cycle (0. : 1.)
D : Color Saturation (0. : 1.)

discussion :
This component creates a color polygon whose color is determined by the 'Color Cycle' parameter. The alpha mask fades to 0 at the polygon edges and has its maximum value at the polygon center. 'Sides' parameter sets the N side of the regular polygon, up to 22. The Algorithms sets which mode the rendering of the polygon will use.

algorithms :

24 Color Circle

parameters :
A : Amplitude (-8. : 8.)
B : Radius (0. : 24.)
C : Color Cycle (0. : 1.)
D : Color Saturation (0. : 1.)

discussion :
This component is an RGB shader that creates a circle and circular alpha mask. When the 'Amplitude' (parameter A) is greater than 0, the circle is in color and the background is black. When the Amplitude is less than 0, the circle is black and the background is in color. When shaded 'Amplitude' influences the distance over which the transition is made. When the absolute value of the amplitude is small, the area over which the transition occurs is large. When the absolute value of amplitude is large, the transition occurs over a small distance, and the circle will appear to be two-toned.


The circle using Balanced + frame shaded mode

algorithms :

24 Color Line

parameters :
A : Rotation (d) (-180. : 180.)
B : Size (0. : 32.)
C : Color Cycle (0. : 1.)
D : Color Saturation (0. : 1.)

discussion :
Color Line render a line of variable length according to the algorithm below. 'Size' sets the line length while 'Rotation' in degree sets the line orientation.


algorithms :


24 Color Neon Line

parameters :
A : Rotation (-3.14 : 3.14)
B : Size (0. : 32.)
C : Color Cycle (0. : 1.)
D : Color Saturation (0. : 1.)

discussion :
This component is similar to color line but has diffuse edges that give a 3D or glow-like appearance. See also the
34 Color Neon Line version.




24 Gaussian Dot #

parameters :
A : Amplitude (0. : 8.)
B : Radius (0. : 24.)
C : Color Cycle (0. : 1.)
D : Color Saturation (0. : 1.)

discussion :
This component is an RGB+Alpha shaded version of the
Gaussian Dot. It creates a color circle with various shadings and sends the corresponding elevation in the alpha channel. 'Amplitude' affects the elevation/alpha an has an effect on the colors only with "Gaussian disk" algorithm. When the output is passed to ArtMatic Voyager, the result is a colored mound.

The various Gaussian Dot shaders. Example file in Libraries/Components demo/24 Gauss dot shaders

algorithms :

24 RGBa half plane

parameters :
A : Rotation (-180. : 180.)
B : Offset (-16. : 16.)
C : Color Cycle (0. : 1.)
D : Color Saturation (0. : 1.)

discussion :
This color shading component is similar to the 14 version but maps space to a half-plane rather than mapping a single value. When used in DF mode this component will create an infinite colored plane that can be rotated in the OZ axis.

algorithms :

24 RGBa Pict/Movie

parameters :
A : Size (1./512. : 4.)
B : Contrast (0. : 2.)
C : Tiling (0. : 1.)

discussion :
This RGB+Alpha color shader returns the input picture's (or movie's) alpha channel if there is one in 4th output. The image can be regularly Tiled or Jitter-tiled depending on the Algorithm choice. At "Size" parameter 1 the image fits the canvas at default zoom level (home button). This component only needs to be used if the input pict/movie has an alpha channel or for its special tiling options.
RGB 8 bit images are supported in most file formats. High quality RGBA 16 bits images are supported in PNG format only.
To choose and manage image/movie inputs learn more at
Image and Movies Inputs.

algorithms :


24 RGBa Blurred Pict/Movie

parameters :
A : Size (1./512. : 4.)
B : Contrast (0. : 2.)
C : Blur (0. : 1.)

discussion :
This component is a color with alpha (RGBA) version of the
21 Blurred Pict/Movie component. The source image is loaded into an internal buffer and blurred. The loading time increases with the size of the image. Very, very large-sized images may take a long time to load since ArtMatic applies a high-quality blur algorithm and blurring is by nature a cpu-intensive task.
Note that both buffers are kept in memory the original and the blurred version, so this component may need a lot of memory when using several instances. You may consider to downsize the sources images (lowering resolution has little consequences on the blurred version anyway) when using several images with it. If the blur amount is not animated you may also apply the blur once for all and using the normal RGBa Pict/Movie for memory and rendering time efficiency.




24 XYza Regular tiles #

parameters :
A : Scale (0. : 4.)
B : Rotation (d) (-180. : 180.)
C : Frequency (0. : 8.)
D : Tile rotation (-180. : 180.) (available for some tiling)

discussion :
This component provides many different tiling algorithms, and like the other XYza components, the output is a a space transform from the two leftmost outputs, an index 'z' value from the third output and an alpha/elevation channel that delineates the tiles. Colors are derived from the index in z. In general the z index output is periodic with 3 discreet values unless the option "random indexes" is chosen.
Color Regular tiles # shares the same tiling algorithms but outputs RGB+Alpha rather than XYza output.

While only 3 regular tilings are geometrically possible with one regular polygon (square, triangle and hexagonal tiling), by relaxing the regularity of the tiling many other tilings are possible. The Cairo tiling, for example, which has been used since antiquity is especially interesting with its pentagonal angles in the 18ยบ version. Tile rotation is available (via parameter D) for some algorithms that changes the tiling pattern and tile shape. Such algorithms have an asterisk (*) in their names.

When mirror appears in an algorithm name, it means the coordinates are using mirror symmetries on the tile edges when sent from the tile XY outputs. 'Rotation' rotates the XY output coordinates but won't change the tiling structure.
The 3th output (z) is often used as an index fed into the 44 Packed index (w) Mixer to have different textures for each tiles.
Depending on the chosen option it can be regular or random. The 4th output (a) can be used for 3D DF modeling when a DF option is chosen. In any case 'a' will hold each cell elevation/alpha mask where the edges are at zero so its possible to use 'a' for further contour shading with 44 RGB * alpha for example.

algorithms :

The available options are:

24 XYza Semiregular tiles #

parameters :
A : Scale (0. : 4.)
B : Rotation (d) (-180. : 180.)
C : Frequency (0. : 16.)

discussion :
This component implements many interesting tilings that make use of two or more polygons. While the algorithms do not include all possible tiling, they include the most interesting ones. Several different foldings are provided for the beautiful Islamic star patterns.
For most algorithms, parameter A is Scale and scales the output space. However, for some algorithms, parameter A is Tile Spread. 'Frequency' sets the tiling frequency (the size of the tiles).'Rotation' rotates the XY output coordinates.
The various available options are the same as with
XYza Regular tiles #

The z-output hold an index 'z' usually periodic can be used to assign colors or textures combining multiple tiling components. Possibilities are endless. Z-output is often used as an index fed into the 44 Packed index (w) Mixer to have different textures for each tiles.
When the option uses a DF mode (link amplitude to frequency) the 4th output (a) can be used for 3D DF modeling.
Example file : Libraries/Components demo/24 Tiling SR

algorithms :

The available options are:

24 XYza Voronoi tiles #

parameters :
A : Cell Spread (0. : 8.)
B : Cell Angle (-180. : 180.)
C : Frequency (0. : 16.)
D : Amplitude (0. : 4.)

discussion :
XYza Voronoi Tiles uses voronoi diagrams with various layout to provide non repetitive semi random tilings. Output alpha provides the mask for each cell while z provides a constant index for each cell. 'Cell Angle' will rotate each voronoi cell while "Cell Spread" will growth the cell space and modify the XY output coordinates scale. Voronoi Tiles is great for architecture, skins, and texture design.
When the option 'DF mode (link amplitude to frequency)' is chosen the 4th output (a) can be used for 3D DF modeling.

Since Voronoi diagrams are based on the minimum distance to a set of points the function is by nature non continuous at the cell boundaries. Smooth version of the function are available in the 21 bubble & Skins Tile.

Example: Voronoi D



Example: Voronoi Twirl

algorithms :


24 XYza tiled disks #

parameters :
A : Scale (0. : 4.)
B : Rotation (d) (-180. : 180.)
C : Frequency (0. : 8.)

discussion :
This component tiles space into adjacent circular disks. The first parameter controls the disk size. Space outside the tiles is set to infinity. Some cool decorative effects based on disks are possible with these. The various available options are the same as with
XYza Regular tiles #


Example: Overlapping disks 45.

algorithms :


24 XYza jitter disks

parameters :
A : Scale (0. : 8.)
B : Jitter Amount (0. : 1.)
C : Frequency (0. : 16.)

discussion :
This component creates overlapping randomly displaced tiles whose overlap displacement is determined by the Jitter Amount parameter (B). When Jitter Amount is 0, the pattern is regular and tiles are non-overlapping . When Jitter Amount is at its maximum, tiles are randomized overlapping disks. Regions outside the disk sets z output to infinity.

Example: Overlapping disks 45.




24 XYza Polar Tile

parameters :
A : Size (0. : 4.)
B : Tile # (1 : 32)
C : Phase (-32. : 32.)

discussion :
This component creates a tiled polar space where the tiles get small the closer when gets to the Origin (0,0).



24 XYza Quantizer #

parameters :
A : Z Amp % (0. : 1.)
B : Mask shape (0. : 1.)
C : Frequency (0. : 64.)

discussion :
Unlike most of the other XYZa components, this component quantizes the input space rather and does not create tiles that repeat the same portion of space over and over. The size of the created 'spots' or 'zones' is determined by the Frequency parameter. When the frequency is low, the quantization creates large ones (resulting in coarse pixellation ) and small ones when the Frequency is high.

There are several algorithms that provide different mask & quantization shapes. The z output will have a constant random value per tile. This component is great for creating pixellation and crystallization effects.

algorithms :


24 XYza Sparse Spot #

parameters :
A : Scale (0. : 8.)
B : Sparseness (0. : 1.)
C : Frequency (0. : 16.)
D : Profile % (0. : 1.)

discussion :
This component maps the incoming space into a random arrangement of square or disks tiles depending on the option parameter. The 'Sparseness' parameter determines the density of tiles. The 'Scale' parameter controls the size of the coordinates XY in each tile.

The alpha mask sent in alpha 4th output is either a square or a disk. Regions outside the tiles sets z to infinity. Inside the tile z is a constant random value.

algorithms :


24 XYza DF zones

parameters :
A : Scale (0.06 : 25.)
B : Sparseness % (0. : 0.99)
C : Level (0. : 1.)
D : Smoothness % (0. : 1.)

discussion :
XYza DF zones can be used in a similar ways than
34 jitter tiling # or 3D Repeats and Tile to instantiate a large number of DF primitives or graphics objects. It basically tiles the 2D space and depending on "sparseness" will mask or not an instance in the tile using the a (alpha) output. The shape of the mask can be square or circle depending on the chosen algorithm. The z output will hold a constant random value for each cell suitable to modify a particular instance.
The 'Scale' parameter is so that 1 will use the unit grid. It supports the frequency standard option to interpret the parameter as scale, frequency (1/scale) or VY kilometers.
Learn more about DF modeling in Building 3D Objects : DFRM guide.


XYza DF zones populated with Spheres transforming into Cubes (Voyager Examples/Components/DF Zones & Clusters/DF Zones Cubes.vy)

algorithms :


24 Appolonian Gasket

parameters :
A : Size (1. : 6.28)
B : Offset x (-16. : 16.)
C : Offset y (-2. : 2.)

discussion :
Creates an infinite band in X of Apollonian Gasket discs packing. When incoming space is inverted with 22 complex inversion the band becomes a closed disk.
See also the
25 O Soddy Inversions for more on disk-packing fractals.




24 XYza Escher Disk

parameters :
A : Disk number (3. : 8.)
B : Curvature % (0. : 1.)
C : Rotation (-6.28 : 6.28)

discussion :
This component creates an Escher-like remapping of the incoming space into a disk composed of disks. The Z output is not randomized; rather, it is a series of faceted tiles that can be used as a mask. The edge of each tile is black and the center white (when drawn with a black-to-white gradient) just like the alpha mask output of the other XYza components. The A output is a disk that encloses the outermost disk created by the XY outputs. In many cases, the Z or A output might not be used.

Example: XY output applied to U&I Logo



Example: Z & A output




24 XYza Patterns #

parameters :
A : Scale (0. : 8.)
B : Phase (-32. : 32.)
C : Frequency (0. : 16.)
D : Smoothness % (0. : 1.)

discussion :
This component provides many interesting irregular tilings and patterns. Most of the patterns are arrangements of various sized blocks.

Some of the algorithms are especially interesting for 3D architecture in ArtMatic Voyager where the z value can be used to apply different textures to different arts of a 3D object or construction. The z value (the index passed from the z output) for some patterns defines roof and ground zones. This allows you to use this component to select from different color textures when used with
44 Packed index (w) Mixer

The z-output of this component is very useful for controlling the mix of a number of textures especially when used with the Packed index Mixer . The z-output range is -2 to 3. There are several different patterns used when generating the z-value. Generally, those patterns that have a "roof" zone set z to -1 for the roof and -2 for the ground.
Some patterns are volumetric and derived from 3D textures with the 'Phase' parameter sliding the slice along the z-axis to reveal pattern variations. Otherwise, 'Phase' offsets the pattern along the x axis.
The 'smoothness' parameter determines edge rounding.
When the option 'link amplitude to frequency' is chosen the 4th output (a) can be used for 3D DF modeling. It will hold in any case the pattern tile elevation, usually zero at the cell edges.

algorithms :


24 Mondrian

parameters :
A : Amplitude (0. : 2.)
B : Color Cycle (0. : 1.)
C : Frequency (0. : 16.)

discussion :
RGB+Alpha color shader that creates a pattern of random blocks reminiscent of the works of Piet Mondrian. The alpha mask is black everywhere that the pattern is black and uses intermediate shades where the RGB is non-black.




24 City Blocks

parameters :
A : Amplitude (0. : 2.)
B : Color Cycle (0. : 1.)
C : Frequency (0. : 16.)

discussion :
RGB+Alpha color shader that creates a pattern of colored blocks against a black background. When used as the basis of a 4-output tree that supplies RGB+Elevation to ArtMatic Voyager, the result is a terrain that looks like a stylized city with buildings of various heights.

Example: City Blocks in ArtMatic Designer



Example: City Blocks in ArtMatic Voyager




24 Orthogonal Maze

parameters :
A : Amplitude (0. : 2.)
B : Color Cycle (0. : 1.)
C : Frequency (0. : 16.)

discussion :
This component creates a color texture that resembles a maze where all the paths connect at 90 degree angles. The alpha channel outlines the maze contour.




24 Hexagonal Maze

parameters :
A : Amplitude (0. : 2.)
B : Color Cycle (0. : 1.)
C : Frequency (0. : 16.)

discussion :
This component creates a maze-like texture within an hexagonal lattice geometry. The pattern is shaded with primary saturated colors controlled by 'Color Cycle'. Gray shades are available when 'Color Cycle' is above 0.8.




24 Light LED Array

parameters :
A : Amplitude (0. : 2.)
B : Style (0. : 1.)
C : Frequency (0. : 16.)

discussion :
The color texture resembles an array of LED lights. The alpha channel is essentially a grayscale representation of the LED array. The Style parameter determines the visual style of the array. At some settings the array is sparse and LEDs are uniform; at other settings, the spacing is more dense with some variability in LED shading and shape. Leds are shaded with primary saturated colors that you can modify using Color modification tiles like
44 Color Shift.


Light LED Array with 'style' at maximum




24 Random sticks

parameters :
A : Orientation (0. : 1.)
B : Color Style (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Color texture that resembles a random assortment of colored toothpicks (i.e. short-line segments). The Orientation parameter determines whether the sticks all have the same orientation or if they are randomly rotated.




24 Slanted disk noise

parameters :
A : Amplitude (0. : 1.)
B : Disk orientation (0. : 1.)
C : Frequency (0. : 16.)
D : Tint (0. : 1.)

discussion :
Color texture build by a random assortment of color disks whose angular orientation is determined by the Disk Orientation parameter. 'Tint' controls overall hues of the disks.


Slanted disk noise with orientation at 0 and 'Tint' in the middle




24 Random Polygons A

parameters :
A : Amplitude (0. : 2.)
B : Color Cycle (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Color texture made up of randomly sized and oriented polygons. This version of the texture is dominated by arrangements that are oriented at right angles.




24 Random Polygons B

parameters :
A : Amplitude (0. : 2.)
B : Color Cycle (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Color texture made up of randomly sized and oriented polygons. This version of the texture is less dominated by right angles than version A.




24 Triangle Random Mesh

parameters :
A : Amplitude (0. : 4.)
B : Color variance (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Mesh-like color texture made up of triangles of varied size and shape. Hues of the triangles are mapped into the current gradient colors. 'Color variance' controls the range of the mapping.


Triangle Random Mesh with a rainbow gradient




24 Random Circles

parameters :
A : Amplitude (0. : 4.)
B : Color variance (0. : 1.)
C : Frequency (0. : 8.)

discussion :
An arrangement of randomly-sized and shaded circles. Hues of the triangles are mapped into the current gradient colors. 'Color variance' controls the range of the mapping.


Random Circles




24 Color Stars

parameters :
A : Amplitude (0. : 2.)
B : Color variation % (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Color texture that resembles a star field.




24 Random Domes

parameters :
A : Amplitude (-8. : 8.)
B : Dome Shape (0. : 1.)
C : Frequency (0. : 16.)
D : Tint (0. : 1.)

discussion :
An arrangement of randomly-shaped and colored 'domes' akin to the various bubble textures available in ArtMatic. "Dome Shape" can be used to flatten the dome tops. Colors are generated procedurally and can be shifted with the 'Tint' parameter. 'Amplitude' only affects the alpha/elevation channel.


Random Domes




24 Time R-patchwork

parameters :
A : Amplitude (0. : 1.)
B : Sharpness % (0. : 1.)
C : Frequency (0. : 8.)

discussion :
Patchwork color texture that is automatically animated by time even with all parameters locked. The pattern is a patchwork of irregular rectangles organized into rectangular patches. When animated, the rectangles within each patch scroll . The Sharpness parameter influences both the lines that delineate the rectangles and the contrast of the alpha channel. When Sharpness is low, the channels that separate the patches are wider than when Sharpness is set higher. When used in ArtMatic Voyager, the rectangles have flat tops and rounded edges when the sharpness is low and beveled tops when sharpness is high. The colors are derived from the current gradient.


Time R-patchwork




24 Fractal Shaded Clouds () [Time Based Z]

parameters :
A : Amplitude (0. : 4.)
B : Shadow offset % (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Fractal Shaded Clouds creates a simple illustrative color texture of clouds. The alpha channel (4th output) provides a mask to blend the clouds to any background. The Shadow Offset influences the direction of the pseudo-shadowing on the clouds' under-surface. It has a range of 0-1 and is an offset added to both the sky color and the virtual shadows created by the clouds. When the value is 0, the shadows are vertical and at 1 the sun seems to be coming from the top left. Use a rotation tile at the top of the system is you need to orient the light differently.

This component is internally time-sensitive and will change over time without keyframes. If you're an animator and want precise control over all aspects of your animation path this may seem unusual, but in some ways it's better because you can have fluid unchanging cloud movement no matter what your animation length is - as Z is regular over the duration. For example: In a system with only the Fractal Shaded Clouds component by itself make 2 key frames, then set the animation duration first to 10 seconds, and then 10 minutes, the result will be instant moving clouds over any duration. The drawback of course is that you can't control the speed.

Notes:




2D Fractal Shaded Clouds




24 Regular tiles #

parameters :
A : Color Cycle (0. : 1.)
B : Color variance % (0. : 1.)
C : Frequency (0. : 8.)
D : Rotation / Tile aspect ratio (-8. : 8.)

discussion :
This component provides a variety of tiling patterns based on a single polygon (regular or irregular) equivalent to the patterns of
XYza Regular tiles #. The output is RGBA where the alpha provides 3D elevation for eventual Bump shading. It is often useful to add a smooth clamping function after to have a more realistic tile look. The tiles are delineated by black borders.
There are three parameter options that determine the color shading: use procedural color cycle, use main gradient, use indexed gradient.

When Indexed Gradient is selected, parameter B determines the gradient that is used and you can edit the gradient that appears below the parameter sliders directly. 'Color Variance' controls the range of used colors while 'Color Cycle' offsets the color in the gradient when its procedurally generated (color cycle). Parameters C determine Frequency and the last parameter (Size or Rotation or Tile aspect ratio ) depends on the algorithm.
Tip : there is no direct control over the tile border thickness but the border is independent of the Tile size. Consequently it will appear thinner for low 'Frequency' values. So to control border width add a scaling tile above and adjust the Color Regular tilesfrequency.


Changing the rotation of algorithms marked by * results in a dramatic change of the tile shape :
here the Square mirror tiling is rotated 80° and 10°.

algorithms :


24 Semiregular tiles #

parameters :
A : Color Cycle (0. : 1.)
B : Color variance % (0. : 1.)
C : Frequency (0. : 16.)

discussion :
This is the color implementation of the tiling algorithms found in
XYza Semiregular tiles . See the 24 Color Regular tiles above for information about the color mapping and parameter options. Those algorithms with mirror in the name may appear the same as the unmirrored algorithm as the mirroring affects the XY coordinates that are absent from the colored version outputs.

algorithms :

24 Color Triangle tiles

parameters :
A : Color Cycle (0. : 1.)
B : Color variance % (0. : 1.)
C : Frequency (0. : 8.)
D : Tile phase (-1. : 1.)

discussion :
Color texture made up of colored triangles. The alpha channel provides a bevel effect to the tile tops when the RGB alpha bump color shader is used. The parameter options determine the color shading: use procedural color cycle, use main gradient, use indexed gradient. When Indexed Gradient is selected, parameter B determines the gradient that is used. When it is chosen, you can also edit the gradient by editing the Gradient Edit icon that appears below the parameter sliders.



24 Hexagonal tiles

parameters :
A : Color Cycle (0. : 1.)
B : Color variance % (0. : 1.)
C : Frequency (0. : 8.)
D : Tile phase (-1. : 1.)

discussion :
Color texture made up of colored hexagons. The alpha channel provides a bevel effect to the tile tops when the RGB alpha bump color shader is used. The parameter options determine the color shading: use procedural color cycle, use main gradient, use indexed gradient.



24 Interlaced Grid

parameters :
A : Rotation (-3.14 : 3.14)
B : Color Cycle (0. : 1.)
C : Frequency (0. : 16.)
D : Spacing % (0. : 1.)

discussion :
This component creates an RGB interlaced grid. The alpha channel provides enhanced 3D texturing when the RGB Alpha Bump color shader is used. The alpha channel also makes the grid spaces transparent.




24 Tech Noise #

parameters :
Algorithm slider : (0 : 17)
B : Color Cycle (0. : 1.)
C : Frequency (0. : 64.)
D : Color Variance % (0. : 1.)

discussion :
This component provides unnatural patterns useful for both decorative techno textures and RGB+Elevation maps for ArtMatic Voyager. There is a sharp and smooth version of most patterns. Use the smooth versions when animating in Voyager to minimize flickering and aliasing problems. Colors are created with procedurally generated color ramp. Auxiliary background color and grays are algorithm dependent and can't be modified with parameters. 'Color Cycle' generate various hues from dark to bright and desaturates colors above 0.75 while 'Color Variance' controls the range of used colors. A Similar component provides 3D techno textures
34 3D Tech Noise #

algorithms :

24 Roof and wall patterns #

parameters :
A : Amplitude (0. : 1.)
B : Color Cycle (0. : 1.)
C : Frequency (0. : 16.)
D : Color variance % (0. : 1.)

discussion :
This component provides a set of 2D textures reminiscent of tiled walls and roofs that are useful for wall and roof textures in ArtMatic Voyager or for 2D decorative design. The colors are subject to random variation. The Color Variance parameter modulates the variation amount. Three parameter options are provided that determine the color mapping: use procedural color cycle, use main gradient, use indexed gradient.

Example: Roof tubular tiles:



Example: Roof alternate tiles:



Example: Roof 45 degrees tiles:



Example: Wall bricks:

algorithms :

24 City Maps # (xziy)

parameters :
Algorithm slider : (0 : 9)
B : Amplitude (0. : 4.)
C : Frequency (0. : 8.)

discussion :
This is a component dedicated to creating terrain-based cities in ArtMatic Voyager. The outputs are interpreted differently than most other components and are intended to be used with components specially-designed for creating ArtMatic Voyager cities. The first two outputs (here called x and z) are passed through unchanged and are the ground co-ordinates for the city structures. The third output (i) is a texture index (value: -2 to +128) and is designed to be used by special components (currently 44 xziy City Textures and
(xziy) City Light & Ref #) to select a particular pattern from the city textures bank shared by the components. Negative values of i select street textures and values 0 and greater select buildings. The fourth output (y) is the terrain-city elevation.

Feed the output of this component to 44 xziy City Textures to create cities (in ArtMatic Voyager) and to (xziy) City Light & Ref # to create reflections and window lighting. Cities based on terrains cannot have overhangs and are much more simplistic than the real 3D volumetric infinite cities introduced in ArtMatic Designer 7.x, but they are fast and still can be used for far away backgrounds when less details are needed.

Pattern determines the city layout algorithm that can also be chosen with the pop up menu.

Example: ArtMatic Voyager Classic "High Rise" xyzi city

algorithms :


24 MultiFractal noise

parameters :
A : Amplitude (0. : 8.)
B : Roughness (0. : 1.)
C : Frequency (0. : 32.)
D : Contrast % (0. : 1.)

discussion :
RGB+Alpha version of this great noise function. The alpha channel is an independent multi-fractal noise similar to the
21 MultiFractal noise. Essentially, this component that combines the 23 MultiFractal Noise that provides the colors with a 21 MultiFractal Noise.'Roughness' controls the overall fractal dimension. 'Frequency' abides to the standard frequency options settings. 'Contrast' adjust the contrast and saturation of surface's colors.




24 Sparse MultiFractal

parameters :
A : Amplitude (-16. : 16.)
B : Roughness (0. : 1.)
C : Frequency (0. : 32.)
D : Contrast % (0. : 1.)

discussion :
This version of MultiFractal Noise has a sparse distribution of the texture's colors with more neutral warm dark gray shades in the valleys. 'Roughness' controls the overall fractal dimension. 'Frequency' abides to the standard
frequency options settings.


A Sparse MultiFractal terrain with a base frequency of 2km in Voyager DF mode




24 Ridged noise

parameters :
A : Amplitude (-16. : 16.)
B : Roughness (0. : 1.)
C : Frequency (0. : 32.)

discussion :
This is a gray and tan fractal noise function that creates lovely textures and is very useful in ArtMatic Voyager where it creates lovely desert /volcanic surfaces and coloration. 'Roughness' controls the overall fractal dimension. 'Frequency' abides to the standard
frequency options settings.




24 Fractal facets

parameters :
A : Amplitude (-16. : 16.)
B : Roughness (0. : 1.)
C : Frequency (0. : 32.)

discussion :
This RGB+Alpha component creates a color texture of muted grays and an alpha channel whose contours are something like a lunar surface that has smooth areas pocked with craters and faceted ridgelines.
'Roughness' controls the overall fractal dimension. 'Frequency' abides to the standard
frequency options settings.


A Fractal facets terrain with a base frequency of 5km in Voyager DF mode




24 Dunes

parameters :
A : Amplitude (-16. : 16.)
B : Amount (0. : 1.)
C : Frequency (0. : 16.)

discussion :
As the name implies, this component provides sand dune coloration and surface contours when used in ArtMatic Voyager. 'Amplitude' governs the dune height and 'Amount' governs the distribution and contours of the dunes.
'Frequency' abides to the standard
frequency options settings.




24 Lunar Granite noise

parameters :
A : Amplitude (0. : 8.)
B : Roughness (0. : 1.)
C : Frequency (0. : 32.)
D : Contrast % (0. : 1.)

discussion :
Lunar Granite creates a chaotic texture akin a granitic rock with shades of brown and green in the rough regions. 'Contrast' adjust the contrast and saturation of surface's colors. Other parameters works as usual.
'Frequency' abides to the standard
frequency options settings.


A Lunar Granite terrain with a base frequency of 5km in Voyager DF mode




24 Rocks

parameters :
A : Amplitude (-16. : 16.)
B : Amount (0. : 1.)
C : Frequency (0. : 32.)
D : Tint (0. : 1.)

discussion :
Color texture+elevation component useful for creating rocky surfaces in ArtMatic Voyager. In Voyager's combination mode 'Rocks' can be used to add rocky areas to built-in planets.'Tint' adjust the color shading of surface's colors with dark contrasted bluish tones in the middle to sienna earth brighter tones near maximum.
'Frequency' abides to the standard
frequency options settings.


'24 Rocks' terrain with a base frequency of 5km in Voyager DF mode and 'Tint' at 0.8




24 Lichen rocks

parameters :
A : Amplitude (-16. : 16.)
B : Amount (0. : 1.)
C : Frequency (0. : 32.)

discussion :
Color texture+elevation component that creates the appearance of yellow-green lichen-covered rocks when used in ArtMatic Voyager. 'Amount' controls the statistical weight of the rocks.
'Frequency' abides to the standard
frequency options settings.


'Lichen Rocks' terrain with a base frequency of 5km in Voyager DF mode and 'Tint' at 0.8




24 Pebbles

parameters :
A : Amplitude (0. : 16.)
B : Roughness (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Realistic color texture+elevation component that imitates multi-colored quartz pebbles. This component is great for adding pebbles to the seashore in ArtMatic Voyager. When 'Roughness' is low the peebles are round and softer. 'Frequency' needs to be higher (lower in DF mode) than usual to keep pebble size realistic.


'Pebbles' terrain with a base frequency of 0.05km in Voyager DF mode and 'Roughness' near 0.5




24 Dome Rock

parameters :
A : Amplitude (-16. : 16.)
B : Amount (0. : 1.)
C : Frequency (0. : 32.)
D : Roughness (0.25 : 0.75)

discussion :
Color texture+elevation component that creates a rocky landscape with boulders whose surfaces are rounded. 'Amount' controls the shape of the boulders by clamping more or less while 'Roughness' controls the overall fractal dimension.
'Frequency' abides to the standard
frequency options settings.


'Dome Rock' terrain with a base frequency of 2km in Voyager DF mode and 'Amount' at 0.75




24 Fractal Curves

parameters :
A : Amplitude (-16. : 16.)
B : Amount (0. : 1.)
C : Frequency (0. : 16.)
D : Tint (0. : 1.)

discussion :
The RGB output is a pictural color fractal noise. The alpha channel hold the elevations which resembles a meandering river system's contours. The amplitude of each "river" depends on the proximity with a bigger river. The original peaks of the underlying Perlin noise tends to remain smooth while smaller rivers gets more pronounced in the valleys. Note the 'Amplitude' parameter affects only the terrain elevation but not the color output of the component.
The 'Tint' parameter changes the set of colors with pink/velvet at low values, greenish tones in the middle and reddish tones near the maximum.


'Fractal Curves' as a procedural color texture in ArtMatic with 'Tint' at 0.1


'Fractal Curves' terrain with a base frequency of 5km (Voyager DF mode) and 'Tint' at 0.9




24 Earth Cracks

parameters :
A : Amplitude (-16. : 16.)
B : Amount (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Color texture+elevation component that creates a terrain of cracked earth. The 'Amount' parameter influences the steepness of the cracks as well as the size of the "dry river beds" found in the terrain.




24 Vein network

parameters :
A : Amplitude (0. : 8.)
B : Roughness (0. : 1.)
C : Frequency (0. : 16.)
D : Tint (0. : 1.)

discussion :
Color-texture that resembles an infinite network of veined leaf. The alpha channels matches the leaf's veins and provides the terrain elevation when used as a colored-surface. Surface valleys tends to be darker. 'Roughness' adjust the shading by contrasting it and 'Tint' sets the overall hues of the texture with autumn-like shades when high.


'Vein network' terrain with a base frequency of 5km, Tint at 0.5, and a low Amplitude.




24 Packed Crossfade

parameters :
A : Interpolate (0. : 1.)

discussion :
Crossfade two RGBA packed inputs using a linear interpolation. 'Interpolate' parameter determines the balance between the two inputs. The function is also available with a packed output using
21 S:P Maths # component with the 'Blend' algorithm.
Packed Crossfade transmit infinities only when BOTH inputs have infinities unlike with the packed 21 S:P Maths: Blend version.




24 Packed Add

parameters :
A : Scale A (0. : 2.)
B : Scale B (-2. : 2.)

discussion :
This components mixes the two inputs RGBA stream by adding the RGB and alpha values of the inputs independently. Parameter B 'Scale B' controls the second input's level and has a range from -2 to +2. When it has a negative value, the result is subtraction of Input B's pixels from Input A's.
Formula : RGBA (input A) * Scale A + RGBA (input B) * Scale B

Packed Add returns infinities only when BOTH inputs have infinities unlike with the
21 S:P Maths # component version.
Note: This component does not clamp values to zero and can produce negative colors. Negative colors can be interesting for special effects (such a negative lights). If you need to clamp values to 0 and over, use any of the following: 44 Smooth Floor component or the 33 RGB Colorize clamp function.




24 Packed Maths #

parameters :
A : Interpolate Color % (0. : 1.)
B : Interpolate Alpha % (0. : 1.)

discussion :
Packed Maths provides several algorithms to blend RGBA images. For all algorithms, parameter A is the color blending control. The meanings of parameters B and C may vary with the algorithm. This component is useful for blending both RGBA images and color DF objects according to various logic with the possibility to treat alpha or DF data differently than RGB data.

For arithmetic operations (Add to Multiply) infinities in input 1 are transmitted unchanged and infinities in input 2 are treated as transparent. The composite operations (Multiply Alpha + blend Colors and below) returns infinities only when BOTH inputs have infinities.

algorithms :


24 Packed Logic #

parameters :
A : Smoothness % (0. : 32.)
B : Follow A % (0. : 1.)
C : Mix Color A % (0. : 1.)

discussion :
Packed Logic provides a variety of ways to mix two RGBA streams or two colored DF 3D objects (where object color is in the first three inputs and the distance field is in the fourth input). It is similar to
21 Logic tools # but will handle logical operations between colored objects. If the output can be packed you may use the S:P Logic &Profiles instead.
Learn more about DF modeling in Building 3D Objects : DFRM guide.

Many Examples below use a Yellow Sphere in X and Blue Cube in Y



algorithms :


24 Packed Alpha Max

parameters :
A : Level balance (-1. : 1.)
B : Follow A (0. : 1.)
C : Alpha smoothing % (0. : 32.)
D : Color smoothing % (0. : 1.)

discussion :
Returns the RGBA stream that has the maximum alpha value. The smoothing parameter can smooth color and alpha independently. Use Alpha smoothing to avoid a sharp edge at the intersection of the 2 inputs. This functionality is also provided by the 24 Packed Logic # tool described above but was kept for backward compatibility. Note in term of logical (boolean) operator MAX is equivalent to UNION or logical OR.




24 Packed Alpha blend

parameters :
A : Feather % (0. : 1.)
B : Add A % (0. : 1.)
C : Flatten B % (0. : 1.)

discussion :
Blend input B with input A treating A as the background image. Input B's transparency is determined by its alpha mask value. For instance, where input B's alpha mask is 0, its image will be invisible (because it is completely transparent). 'Feather' scales the Input B alpha mask values and controls the smoothing of the alpha channel blending.
This component treats the alpha channel more as an elevation value and uses extra parameters to determine how the 2 alpha values are blended to created the resulting alpha/elevation/scalar value. The blending algorithm can make the alpha A more important in the result with 'Add A' parameter. Since alphaB is driving the blending from alpha A to alpha B we end up with a squared alpha B : 'Flatten B' will make the alphaB blend to a 1 prior the final blending to avoid the squaring of B's alpha/elevation.
Practically Packed Alpha blend is more suited for terrains/DF object blending for ArtMatic Voyager applications like terrain design or 3D modeling. For 2D Graphics it is recommended to use 24 Packed Alpha Compose described below.




24 Packed Alpha Compose

parameters :
A : Feather % (0. : 2.)
B : Threshold (-1. : 1.)

discussion :
Compose 2 RGBA streams using the alpha channel as opacity value. 'Feather' scale the alpha values of input B. Keep it at one for normal compositing. The first RGBA stream is composed over a background color defined by parameter C when 'Compose over color' algorithm is chosen. Alpha Compose always discard infinities.
If you need the output to be packed you can use the 21 equivalent with
21 S:P Maths /Alpha Compose. See also the triple streams version at 34 Packed Alpha Compose.
This component offers two algorithms for compositing two RGBA streams :

algorithms :

24 Packed Morph

parameters :
A : Interpolate A->B (0. : 1.)
B : Color Feather % (0. : 1.)

discussion :
Packed morph uses exponentials to blend between two RGBA input streams. The morph equation, log(exp(A) + exp(B)) , creates a smooth blending of the two inputs when their alpha values are close but works like a maximum function when they are far apart.
'Interpolate A->B' parameters sets the balance between A & B. Keep it in the middle for a natural 'union' of both. 'Color Feather' will control how much color will blend in the morphing.




24 Compiled Tree :

parameters :
A : Blend 0:1
B : Recursions

discussion :
Compiled trees are groups of tiles that can be used in place of single tiles as a kind of macro or subroutine.
24 CT can return complex 2D RGBA textures and can hold any tree with 2 inputs and 4 outputs.

usage :
Select a 24 tile and use "New compiled tree" to create a new CT from the selection (Tree Edit menu or type 'n' key).
To save a CT on disk to use the function elsewhere use "Save compiled tree" from the Tree Edit menu.
You may also copy and paste the entire CT by using Copy Tile and Paste Tile from the Edit menu.
24 CT can be used recursively if the option "Allow feedback" is set. In that case output 1 & 2 is fed to the input 1 & 2 at second iteration and the transform will be applied "N" times, N being set by the "Recursions" parameter. Recursions over 2D space transforms provide a simple an efficient way to generate 2D fractals. The two extra outputs can be used to send 2 alternate values like alpha channel, elevation or DF fields.