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Cells

Cells

Updated: 4 Dec 2023

Generates an image of a cellular pattern

image

image

Method #

This node generates a cellular pattern using a distance function, mapping a gradient along the distance to the closest of a set of random points.

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

Parameters

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.

ParameterDetails
Position XThe objects position along the local x-axis.
Position YThe objects position along the local y-axis.
Position ZThe objects position along the local z-axis.
Rotation HeadingThe objects rotation around the local y-axis.
Rotation PitchThe objects rotation around the local x-axis.
Rotation BankThe objects rotation around the local z-axis.
Scale XThe objects scale along the local x-axis.
Scale YThe objects scale along the local y-axis.
Scale ZThe objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

These properties control the core behaviours of the node.

ParameterDetails
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 generated image as an overlay in the viewport.
  • Off : No preview is generated.
  • RGBA : Preview the image blended with alpha in the viewport.
  • RGB : Preview the colour channels in the viewport.
  • Alpha : Preview the alpha channel in the viewport.
  • PIP : Preview the image blended with alpha in the viewport, in a smaller picture in picture display, on top of the existing content.
WidthThe resolution of the generated image horizontally.
HeightThe resolution of the generated image vertically.
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 run seamlessly at the end of the composition.
ModeFalloff mode of the cells pattern.
  • Radial Falloff : Simple circular gradient around each cell point.
  • F1 : Calculates a gradient based on the distance to the single closest cell center on the entire grid.
  • F2 - F1 : Isolates borders between cells, calculating brightness by the difference in distance between the two nearest cell centers
Distance FunctionDefines the distance function used to calculate the distance between cell points.
  • Locked To Timecode : Calculates distance in a straight line, results in circular cells.
  • Manhattan : Calculates distance only along a grid’s axes, results in diamond-shaped cells.
  • Chebyshev : Calculates distance based on the longest distance along any given axis. Results in square-shaped cells.
Num Points XNumber of points generated along the x axis to generate cellular patterns from.
Num Points YNumber of points generated along the y axis to generate cellular patterns from.
Num Points ZNumber of points generated along the z axis to generate cellular patterns from.
SeedUpdates the ‘seed’ used to generate the pattern.
HardnessHow hard the edges of the cells are.
Distance ThresholdControls how much the pattern ‘grows’ based on distance when used with F1 or F2-F1 modes.
Palette Animation RateHow quickly the generator is animated through an input colour ramps palette.
WrapWrap the bottom and right edges of the cells to merge seamlessly with the top and left sides respectively. Num Points values must be whole numbers for the image to wrap smoothly.

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

ParameterDetails
ColourChange the colour of the generated image.
Blend AmountThe amount the generated image blends with the project, depending on the compositing mode chosen.
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 amount is ignored.
  • 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.

Inputs

NameDescriptionTypical Input
Colour RampSpecify a range of colours the generator can use through its gradient.Colour Ramp
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