Notch Notch Manual 0.9.23
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Grid Shading Node

Grid Shading Node

Apply a grid pattern shading to a material.



Method #

This node applies grid pattern to the shading of a material node. This can be used to deform, recolour and change the lighting on a mesh.

From the image :-

  • A - 2D grid, Alpha Blended
  • B - 3D grid
  • C - 2D grid
  • D - 1D grid

The output of this node can be connected to other shading nodes, to build up a more complex shadign system.


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 how the shading is used on the material surface.

Mapping TypeWhat kind of mapping is to be applied.
  • World Position : The position of each vertex relative to the scene world space (most commonly used with spherical, planar, perspective mappings).
  • Object Local Position : The position of each vertex relative to the objects local space.
  • View-Space Position : The position of each vertex relative to the cameras view.
  • Texture Coordinate : The position of each vertex relative to the objects texture coordinates.
  • World Normal : The world normals after transformations are applied.
Output ChannelWhich channel will be affected by the fractal noise.
  • Colour RGBA : Output colour & alpha channels
  • Colour RGB : Output colour channels only
  • Colour Alpha : Output alpha channel only
  • Normal : Output to normals
  • Texture Coordinate : Output to texture coordinates
  • Position : Output to texture positions
Blend ModeHow the new texture or deformation will blend with the current object. see blend modes for more details.
Shader PassHow the final modified shading is applied to the shape.
  • Vertex : The shading is only changed from vertex to vertex.
  • Tessellation : The shading is applied as the model is tessellated. only functions with tessellation enabled in connected objects.
  • Pixel : The shading is applied per pixel in screen space, so it will always be applied optimally.
Blend AmountThe amount the generator is blended with the output.

These properties control attributes for generating the grid.

Line WidthControl the width of the grid lines.
ContrastIncrease the darkness of the grid lines.
HardnessControl the hardness of the grid lines.
DimensionHow many axes the grid applies along.


NameDescriptionTypical Input
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null