Notch Notch Manual 0.9.23
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Tile Sheet

Tile Sheet

Generates a combined sheet of images (sometimes known as a sprite sheet) from multiple inputs.



Method #

Generates a combined sheet of images (sometimes known as a sprite sheet) from multiple inputs.

The following example shows how to do this using Polygon generators, but any image node can be used as input. The number of connected input nodes is not limited.

This can be used, for example, to set up a single particle system where each particle uses a randomly-selected image from a set. Note that the number of tiles in X and Y needs to be matched on the Point Renderer manually.

Particles Example #


This node can be connected to any node which accepts an image input.


These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.

Position XToggle inheritance of the X Position from the parent.
Position YToggle inheritance of the Y Position from the parent.
Position ZToggle inheritance of the Z Position from the parent.
Rotation HeadingToggle inheritance of the Rotation Heading from the parent.
Rotation PitchToggle inheritance of the Rotation Pitch from the parent.
Rotation BankToggle inheritance of the Rotation Bank from the parent.
Scale XToggle inheritance of the X Scale from the parent.
Scale YToggle inheritance of the Y Scale from the parent.
Scale ZToggle inheritance of the Z Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ActiveEnables or disables the effect. Disabling the effect means it will no longer compute, so disabling a node when not in use can improve performance.
Preview In ViewportPreview the effect blended with alpha in the viewport.
Preview RGB In ViewportPreview the colour values in the viewport.
Preview Alpha In ViewportPreview the alpha values in the viewport.
WidthThe resolution of the effect along its width.
HeightThe resolution of the effect along its height.
Update Time ModeHow the generator updates with relation to the timecode.
  • Locked To Timecode : The generator animations are locked to the timecode and the same time will always yield the same result.
  • Running / Loopable : The generator animations are disconnected from the timecode and will loop seamlessly at the end of the layer.
Static Image (Process Only Once)Only process the image once, making a more efficient scene. Animated Post-FX nodes will not function with this enabled.
Num Tiles ModeThe method used to determine the arrangement of tiles.
  • Auto : Automatically determine the number of tiles in X and Y from the total number of input images
  • Use Num Tiles X Y : Uses the specified number of tiles in X and Y.
Num Tiles XThe number of tiles in X. This is ignored in auto mode.
Num Tiles YThe number of tiles in Y. This is ignored in auto mode.
Tile Write OffsetAn index offset for the tiles.
Clear ModeThe sheet clearing behaviour. Clearing less often can improve performance.
  • Every Frame : Re-evaluates the input images on every frame.
  • On Reset : Evaluate the input images on timeline reset.
  • Never : Doesn’t update the image, except by manual timeline resets in Builder.
Border (Pixels)The size of the border to add around each tile. This helps to avoid issues with filtering and interpolation at tile edges.
Tile SortingControl how the tile sheet should be sorted while being generated.
  • None : Unsorted.
  • Luminance : Sort the tiles by luminance.

These properties control how the generators are coloured and blended with other images.

ColourChange the colour of the generated image.
Blend AmountThe amount the generator is blended with the output.
Blend ModeChoose how the image blends with the scene. See Blend Modes for details.
  • Solid : The generator is solid, with a filled alpha channel.
  • Blend : The generator RGBA values have matching alpha channels.
  • Pre-Mul Blend : The RGB values are solid white, and the generator colours are stored in the alpha channel alpha. Usually gives the best results for colour blending.


NameDescriptionTypical Input
Tile ImagesThe individual images to combine in to one sheet.Video Loader
Colour RampSpecify a range of colours the generator can use through its gradient.Colour Ramp