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

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**.

**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.

**Floored+Shaded :**

The polygon elevation is clamped to zero to avoid negatives. Color hues are shaded (color fades to black at zero) with the elevation/alpha.**Balanced+Shaded :**

The polygon elevation continues in negatives. Color hues are shaded (color fades to black at zero and below ) with the elevation/alpha.**Balanced+frame shaded :**

The polygon elevation continues in negatives. Color hues are shaded with the elevation/alpha with an additional frame at the zero crossing. The frame uses the**Depth cue color**.**Balanced+Unshaded (DF mode) :**

The polygon elevation continues in below zero with a strict relation size/amplitude that makes the elevation works as a DF profile. No shading takes place. In this mode the component can be used as a 2D colored DF profile in 3D modeling. See the**DFRM guide :modeling technics**.

**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*

**Floored+Shaded :**

**Balanced+Shaded :**

**Balanced+frame shaded :**

**Balanced+Unshaded (DF mode) :**

Color Circle has the same rendering options as 24 Color Polygon N above

**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.

**Floored+Shaded :**

The polygon elevation is clamped to zero to avoid negatives. Color hues are shaded (color fades to black at zero) with the elevation/alpha.**Balanced+Shaded :**

The polygon elevation continues in negatives. Color hues are shaded (color fades to black at zero and below ) with the elevation/alpha.**Balanced+frame shaded :**

The polygon elevation continues in negatives. Color hues are shaded with the elevation/alpha with an additional frame at the zero crossing. The frame uses the**Depth cue color**.**Balanced+Unshaded (DF mode) :**

The polygon elevation continues in below zero with a strict relation size/amplitude that makes the elevation works as a DF profile. No shading takes place.

**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.

**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 *

**Gaussian disk :**

The disk is shaded with a gaussian curve : exp(-length(x,y)^2)**Neon light disk :**

The disk is shaded as the neon line to create a light effect**halo light disk :**

The disk is shaded as a light source with an inverse distance fallout

**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.

**Floored+Shaded :**

**Balanced+Shaded :**

**Balanced+frame shaded :**

**Balanced+Unshaded (DF mode) :**

Half plane has the same shading options as 24 Color Polygon N above

**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**.

**Tiling regular :**

Use the "Tiling" parameter to spread the tiles. At zero no tiling takes place and the image is centered.**Jitter Tiling :**

"Jitter Tiling" allows to overlap and fade randomized instances of the picture. This can create non periodic random textures using existing pixels. 'Randomize' parameter randomizes the position, scale and rotation. When 'Randomize' is at zero the images keep the same orientation.

**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.

**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.

**Rectangular Tiling :**

Parameter D 'Tile aspect ratio' changes the aspect ratio. Square tiling is obtained when 'Tile aspect ratio' is 0. Output z hold a non periodic random unique value for each cell when option is set to a random indexes mode.**Unit Square Tiling:**

Set 'Frequency' at 1 to get a unit square grid. z output is periodic with 3 values.*** Square Tiling 45 degrees :**

The 'Frequency' is scaled by sqrt(2) to align with the square grid when using same frequency.

*Square Tiling 45 with a slight tile rotation*

**Triangles 2 Tiling :**

Variation of the triangle tiling with only 2 z values.**Triangles 6 Tiling :**

Variation of the triangle tiling with 4 z values.*** Lozenges Tiling :**

*Lozenge Tiling with a slight tile rotation*

*** Triangles mirror Tiling :**

Same as Triangles Tiling but with mirror symmetries on the XY outputs coordinates.**Hexagonal Tiling :**

The perfect Hexagonal regular tiling.**Cairo 18 degrees Tiling :**

*Cairo Tiling*

*** Cairo mirror Tiling :**

Using the 'tile rotation' you will blend from rectangles to pentagonal polygons. At 18° the classic Cairo tiling appears.*** Square mirror Tiling 45 degrees :**

Same as Square Tiling 45 degrees but with mirror symmetries on the XY outputs coordinates.*** Octagonal mirror Tiling 45 degrees :**

Tiling produced by 8 rotating triangles in a 45° lattice.**Decagonal Triangles Tiling:**

Irregular tiling produced by 10 rotating triangles sharing the same center.*** PolyCairo Tiling :**

Using the same construction method as Cairo tiling but with a more complex polygon. Slide the 'Tile rotation' to observe emerging shapes.

**regular indexes (default):**

z output indexes are regular and cycles between a limited set of integer values.**regular indexes DF:**

DF mode means amplitude of w output will be linked to frequency. z output is like with previous option.**random indexes:**

z output indexes are randomized when possible.**random indexes DF:**

Amplitude of w output will be linked to frequency and z output indexes are randomized when possible.

**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 :

**Square + triangles :**

Semiregular tiling composed with Squares & Triangles with 3 z index values.**Square + triangles mirror :**

Same as above but with mirror symmetries on the XY outputs coordinates.**Hexagons + triangles :**

Semiregular tiling composed with Hexagons & Triangles using 3 z index values**Hexagons, squares, triangles :**

Semiregular tiling composed with 3 polygons: Hexagons, Squares and Triangles with 3 z index values.

*Hexagons, squares, triangles pattern'*

**Hexagons, squares, triangles mirror :**

Same as above but with mirror symmetries on the XY outputs coordinates with 5 z index values**Squares + triangles B mirror :**

Alternate tiling composed with Squares & Triangles.**Decagons + pentagons mirror :**

Semiregular tiling composed with Decagons & pentagons with mirror symmetries on the XY outputs coordinates and with 4 z index values

*Decagons + pentagons pattern'*

**Islamic sixfold A ,**

**Islamic sixfold B :**

Based on the islamic interlaced star patterns with six branches. The overall geometry follows an hexagonal lattice. 'Tile spread' controls the size of each cell's pattern. All islamic patterns outputs 5 z index values.**Islamic heightfold :**

**Islamic heightfold 45 degrees :**

Based on the islamic interlaced star patterns with height branches. The overall geometry is either on a square lattice or on a 45° lattice. 'Tile spread' controls the size of each cell's pattern.**Islamic ninefold :**

Islamic star patterns with nine branches. The overall geometry follows an hexagonal lattice.
**Islamic tenfold A :**

Islamic star patterns with ten branches. The overall geometry follows an 36° lozenge lattice.

*Islamic tenfold algorithm.*

**Islamic tenfold B :**

Islamic star patterns with ten branches and emerging pentagons. The overall geometry follows an 36° lozenge lattice.

*Islamic tenfold B. Pentagons are in violet.*

**Islamic twelvefold A (hexa) :**

**Islamic twelvefold B (hexa) :**

Islamic star patterns with 12 branches. The overall geometry follows an hexagonal lattice.**Islamic twelvefold C (45 degrees) :**

Islamic star patterns with 12 branches. The overall geometry follows an 45° square lattice.**Islamic sixteenfold :**

Islamic star patterns with 16 branches and 8 branches. The overall geometry follows an 45° square lattice.

*Islamic sixteenfold algorithm.*

**Pentagonal crystal mirror :**

This irregular triangle pattern emerges from a set of 5 fold symmetries.

**regular indexes (default):**

z output indexes are regular and cycles between a limited set of integer values.**regular indexes DF:**

DF mode means amplitude of w output will be linked to frequency. z output is like with previous option.**random indexes:**

z output indexes are randomized when possible.**random indexes DF:**

Amplitude of w output will be linked to frequency and z output indexes are randomized when possible.

**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

**Random facets :**

The original Facet Space algorithm. This component tiles space into irregular facets that has an almost skin-like pattern.**Voronoi A :**

**Voronoi B :**

**Voronoi C :**

**Voronoi D :**

**Voronoi E :**

**Voronoi twirl :**

**Voronoi crystal 45 :**

**Voronoi crystal 90 :**

**Voronoi crystal 120 :**

**Voronoi penta-crystal :**

**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.

**Packed hexa disks :**

Packed disks in a 60° (hexagonal) tile structure. Output z is set to a random constant value.**Overlapping disks 45 :**

Overlapping disks in a 45° tiling. Output z is set to a constant value that depends on the level of overlapping.**Overlapping disks 60 :**

Overlapping disks in 60° (hexagonal) tile structure. Output z is set to a constant value that depends on the level of overlapping.

**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.

**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).

**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.

**Mask circles :**

**Mask squares :**

**Mask lozenges :**

**Mask pentagons :**

**Mask hexagons :**

**Mask octagons :**

All theses algorithms quantise the space using a square lattice. The various masks creates disks or various polygons for each cell. Mask are usually composed with the image using the**44 RGB * alpha**component.

*Here the quantisation uses the circles mask*

**Pentacrystal :**

Quantises the space using a pentagonal quasicrystal pattern.

*Example file : Libraries/Image Processing/PentaCrystal Quantizer.*

**Hexacrystal :**

Quantises the space using a hexagonal lattice.

**Voronoi :**

Quantises the space using a regular voronoi facets Example: Voronoi.

**Triangles :**

Quantises the space using a triangular lattice.

**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.

**xyza Jittered spots :**

Tiles are jittered (randomly displaced).**xyza Tiled spots :**

Tiles are placed on an uniform square grid.

**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)*

**Mask : circles :**

Mask each active cell with a circle**Mask : squares :**

Mask each active cell with a square

**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.

**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

**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.

**Random Pyramids:**

Random pyramids provides randomly placed square-based blocks whose density is controlled by the sparseness parameter.**Random blocks :**

A mix of several indexes that vary randomly in randomly placed blocks.

**Mixed wall pattern :**

A pattern with thin vertical separation bands and larger horizontal bands.

**Stones wall pattern :**

*stone wall pattern used in a pentacrystal 2D space (File: Libraries/Textures/Decorative Tilings/DecaPenta Tiling)*

**Bauhaus Building :**

Bauhaus Building - a simple geometric design suitable for modern buildings. Bahaus has a roof zone (-1) but no ground and is infinite where y<0. So, it can easily be used for towers texturing.**Pattern blocks A :**

**Pattern blocks B :**

**Pattern blocks C :**

Various sets of semi regular periodic patterns.**Zones blocks A :**

Zones Blocks A provides a handy means to have different ground, wall and roof textures with a decorative band in-between as shown in the example below.

*Zones Block A Example (file: Allee ZB_A.vy)*

**Zones blocks B :**

*Zones Block A Example (file: Allee ZB_A.vy)*

**Zones blocks C :**

*Zones Blocks C for the decorative patterning on the building. (File: Decorated Door B)*

**Zones blocks D :**

*Zone blocks D pattern overview*

**Western house 2L :**

**Bricks wall house 3L :**

**Zones: Chinese house :**

**Zones: Arcades stones 1L :**

**Zones: Arcades stones 2L :**

**Zones: Arcades mixed :**

**Zones: Roman house 1L :**

Specially designed for architecture texturing in 3D applications this group provides various layout and styles featuring windows, doors, and various material zones.

*Tuscan castle using Arcades stones 2L for the wall texture (File:34 uvid volumes tuscan castel.vy)*

**Halves V Splits :**

**Halves H Splits :**

These patterns divides recursively the square grid along the opposite axis of the orientation. That creates bands of tiles that becomes smaller and smaller around vertical bans or horizontal bands.

*Moebius transformed "Halves H Splits"*

**Random corners :**

**Random holes :**

**Random Splits 0 degrees & 45 degrees :**

**Random triangles :**

**Klimt Panels :**

**Random Rectangles :**

**Random Tubes & Disks :**

This group features simpler pseudo random patterns more suited for graphic and decorative purposes.**Deco Facade A :**

**Deco Facade B :**

**Deco Facade C :**

Introduced in Engine 8.07, this Deco group provides 2D non random arrangements of lines and rectangles for decorative purposes. Separation lines returns 0 for z index. Tiles usually alternates between 1 & 2 indexes. Special areas alternates between 4 & 5 or 4 and -1 indexes;

Examples can be found in/Libraries/Textures/Decorative Tilings/XPattern ..

*Full shaded with cascade sub-textures 'Deco Facade A'*

**Disk Inlays : (Engine 8.07)**

A simple non random disk overlay pattern separated by decorative lines with alternate tiles. The 'phase' parameter just moves the pattern in x.

*Full shaded with cascade sub-textures 'Disk Inlays'*

**Squares Inlays : (Engine 8.07)**

A simple non random square overlay 2D pattern with a larger instance in the middle separated by decorative lines with alternate tiles. The 'phase' parameter just moves the pattern in x.

Examples can be found in/Libraries/Textures/Decorative Tilings/XPattern ..

*Full shaded with cascade sub-textures 'Squares Inlays'*

**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.

**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

**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.

**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.

**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*

**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.

**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*

**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.

**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.

**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 *

**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 *

**parameters : **

A : Amplitude (0. : 2.)

B : Color variation % (0. : 1.)

C : Frequency (0. : 16.)

**discussion : **

Color texture that resembles a star field.

**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 *

**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*

**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:

- Much more realistic clouds can be achieved in ArtMatic Voyager using Volumetric density functions.
- If your goal is to create loops, more seamless and sophisticated technics exists to ensure seamless looping without going back and forth.
- If your goal is to have no motion then there is no need for animation.
- If your goal is to have have a motion starting after a still period then use non-time sensitive fractal components.

**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 tiles**frequency.

*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°. *

**Rectangular Tiling :**

**Unit Square Tiling :**

*** Square Tiling 45 degrees :**

**Triangles 2 Tiling :**

**Triangles 6 Tiling :**

*** Lozenges Tiling :**

*** Triangles mirror Tiling :**

**Hexagonal Tiling :**

**Cairo 18 degrees Tiling :**

*** Cairo mirror Tiling :**

*** Square mirror Tiling 45 degrees :**

*** Octagonal mirror Tiling 45 degrees :**

**Decagonal Triangles Tiling :**

*** PolyCairo Tiling :**

Tilings are described at XYza Regular 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.

**Square and triangles :**

**Square and triangles mirror :**

**Hexagons and triangles :**

**Hexagons,squares,triangles :**

**Hexagons,squares,triangles mirror :**

**Squares and triangles B mirror :**

**Decagons and pentagons mirror :**

**Islamic sixfold A :**

**Islamic sixfold B :**

**Islamic heigthfold :**

**Islamic heigthfold 45 degrees :**

**Islamic ninefold :**

**Islamic tenfold A :**

**Islamic tenfold B :**

**Islamic twelvefold A (hexa) :**

**Islamic twelvefold B (hexa) :**

**Islamic twelvefold C (45 degrees) :**

**Islamic sixteenfold :**

**Pentagonal crystal mirror :**

Tilings are described at XYza Semiregular 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.

**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.

**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.

**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 #**

**Square Grid :**

Simple square array with randomised colors. Alpha value between squares goes to zero.**Square Edge Grid :**

Simple square array with randomised colors separated by light gray grid.**Building A :**

**Building B :**

Provides very basic patterns for buildings.**City :**

Simple city map pattern on a square lattice.**Techno Maze :**

*'Techno Maze'*

**H Grid :**

Various sized colored grid within a square grid lattice.**Computer room :**

*'Computer room'*

**Network :**

*'Network'*

**Mayan Pyramid :**

**Signs A :**

Bands of square colored dots on a black background.**Signs B :**

Gray bands of square colored dots on a darker gray.

*'Signs B'*

**Street marks :**

The street marks provides markings found on streets and passage ways and is useful in building composite city textures.**Ground marks :**

On a gray background, randomly placed lines and dots.**Sparse dots lights :**

On a black background this patterns add some sparsely placed color squares.**Building lights A :**

**Building lights B :**

On a black background theses patterns evoke city building lights. Use the smooth option for a better light effect.**Line and dots lights :**

On a black background, randomly placed lines and dots. A great pattern for Scifi and techno texturing.

*'Line and dots lights'*

**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:

**Roof tubular tiles :**

**Roof alternate tiles :**

**Roof 45 degrees tiles :**

**Wall bricks :**

**Wall large stones :**

**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

**City A # :**

**City B # :**

**City C # :**

**Alien City # :**

**High Rise City # :**

**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.

**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 *

**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.

**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 *

**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.

**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 *

**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*

**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*

**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*

**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*

**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*

**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.

**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.*

**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.

**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.

**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.

**Add :**

**Blend :**

**Subtract (A-B) :**

**Difference |A-B| :**

This groups performs the same operation as the 21 S:P Maths when used on RGBA streams. Use this version when the output needs to be unpacked. Infinities in input A are transmitted and infinities in B are treated as transparent.**Multiply Alpha + blend Colors :**

The alpha channels are multiplied and the colors of the two channels blended (interpolated). Parameters: Interpolate Color,Level Alpha A,Level Alpha B,Amplitude Alphas %**Multiply All :**

Does a strict multiply off both the alpha channels and the RGB channels. Parameter B = Scale Alpha. Parameter C is unused.**Blend Alphas + Colors :**

Blend Alphas + Colors - blend the alpha and RGB channels with different amounts. Parameter A controls the color blending while parameter B controls the alpha blending. This is useful for mixing RGBA channels and also for blending colored DF objects channels. It allows you to add bumps (for example) from one channel while keeping the color from the the other channel (unlike the normal Packed Alpha Blend component).

*Blend Alphas and Colors mapped to a Sphere*

*Mapped to a Distorted Cube*

**Add Alphas + multiply Colors :**

Parameter A controls the blending of color A with the result of multiplied colors of the two RGB channels. Parameter B 'Amplitude AlphaA' 'scales the Alpha channel of the first input. Parameter C 'Amplitude AlphaB' scales the Alpha channel of the second input and the two are added together. Output alpha = (AlphaA * B) + (AlphaB * C).**Subtract Alphas + blend Colors :**

Parameters: Interpolate Color, Amplitude AlphaA, Amplitude AlphaB.

AlphaB is subtracted from AlphaA while the RGB colors are blended independently.

**Blend on lows(A) :**

Parameters: Interpolate Color, Interpolate Alpha,Level Offset %, Smoothness %

Does a blending of colors and alpha separately and take a smoothed maximum of A with the blend of A B. For Terrain building it has the effect of keeping the higher parts of A intact, a useful feature to add details on the valleys while keeping the mounts of A. Level Offset adjusts the Altitude at which the blending occurs.

**Blend on highs(A) :**

Parameters: Interpolate Color, Interpolate Alpha, Level Offset %, Smoothness %

"Blend on highs" has the effect of keeping the lower parts of A intact instead of the heights, a useful feature to add details on the mountains only when designing terrains. "Level Offset" parameter adjusts the altitude at which the blending occurs.

*"Blend on Highs" allows a different textured terrain to morph on mountains peaks*

**Set Reflection Color :**

Useful for Voyager X-output reflection shading this component returns in Alpha the maximum of the RGB component value of the RGBA streams that has the greatest alpha value. Learn more at**ArtMatic Textures: Extra outputs (X-outs)**

**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

**Intersection (Min) :**

"Follow A" controls the blending of shape X and shape Y. When "Follow A" is 0, the blending is done strictly according to the selected algorithm. As the value of "Follow A" increases, the influence of shape X increases and morphing effects can be achieved. Smoothness controls the feathering at the intersection of shape X and shape Y. With no feathering, the algorithm is followed strictly and there can be very abrupt transitions. Increasing the feathering smooths the intersections.

*Example: Intersection (Min) - Applying Smoothness 0 to Max*

**Union (Max) :**

Combines the two inputs.

*'Union' of the Sphere and Cube*

**Subtract (Min(x,-y)):**

Subtract shape Y from shape X. The Colors of the subtracted part are set to Y colors. Subtraction can be use to dig a hole on a shape. Logical operations (the sign) are preserved when chaining the output of this component. As a result, subtracting from a subtracted object can yield a positive area.

*Subtract (Min(x,-y)) Applied to Sphere and Cube*

**Framed subtract :**

Subtract input Y from input X framing the border of the intersection using the colors of input B. The "frame" aspect is controlled by "Border Thickness" and "Border Spread" parameters. This algorithm is particularly useful designing architectural features such as windows and doors. Unlike the "edged" algorithms, the border shape derives entirely from input B.

*'Framed subtract' : here the sphere has been replaced with a yellow 21 gothic profile for clarity.*

*The tower windows here were cut using the Framed Subtract algorithm.*

**Repulsive union :**

**Repulsive subtract :**

A RGBA version of the Repulsive logic functions. See the**21 Logic tools #**at the repulsive section.**Ripple union :**

**Ripple subtract :**

**S-Ripple union :**

**S-Ripple subtract :**

A RGBA version of the Ripple logic functions. See the**21 Logic tools #**at the ripple section.**Partial subtract :**

When designing DF objects Partial Subtract is useful for embossing, cutting windows, carving and texturing. When "subtract" parameter is positive it will subtract y from x leaving a hole in x with the inner color coming from input y. When "subtract" parameter is negative it will add a bump to x but still using the Y color. As with the edged algorithms an edge is added at the intersects of x and y if the "Border Thickness" (C) and "Border Spread" (D) parameters are non zero. Since partial subtract keeps most of the object X intact it is a often used to carve the x surface using a volumetric texture in y.

*Partial subtract of a sphere to a cube. Notice the red edge at the cube and sphere intersect.*

*Partial subtract of a volumetric Maze panel texture applied to the cube.*

**Edged intersect :**

**Edged subtract :**

**Edged Union - :**

**Edged Union + :**

These related algorithms performs the given logical function and adds edges at the intersect of A and B. The edges are colored with the**Depth cue color**. "Border Thickness" controls the thickness of the edge. "NE Level" can further thicken or reduce the non-edge part of the solid but shall be kept at zero in most of the time. If you use "NE Level" to subtract significantly from the original volume you will obtain "floating" edges.

*This Venetian tower uses Edged Intersect for the main blocks and Partial Subtract for the windows.*

**Underlay (x top) :**

A RGBA version of the Underlay logic functions. Y shape goes below X shape and X zero crossings are preserved. See also the 21 Logic tools #**Overlay (y top) :**

A RGBA version of the Overlay logic functions. Y shape goes above X shape and Y zero crossings are preserved. Negative alphas are set to Aux Color A.**Xor :**

A RGBA version of the Xor logic functions. Xor sets the intersection of x and y to negative (2 positives becomes negative).**Union Xor :**

A RGBA version of the Union Xor logic functions. Union Xor sets the intersection of x and y to positive and affects them the 50% mix of x and y color. Note the zero crossings of X AND Y are preserved by union Xor. It is necessary to see it to add a negative offset to the result to see it.

**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.

**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.

**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 :

**Compose over color :**

A and B RGBA streams are composited over a colored background. The background color defined by parameter C shows through where the inputs are transparent. 'Feather' A and 'Feather' B control the feathering of the left input (A) and right input (B) with respect to their alpha masks. A large feathering value reduces hard mask edges by blurring the transition from transparent to opaque.

Note that the resulting RGBA is completely opaque.**Max Compose :**

Adds B over A using Maximum for the alpha channels and alpha blending for the RGB channels. This mode is now the default and is well-suited for 2D graphics compositing. It will keep transparencies when both inputs are transparent.

Examples :Libraries/Image Processing/Compositing 3Layers.

**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.

**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.