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Patterns ​

Checker, bricks, hexagons, planks, weave, gradients and shapes.

Generated from the node library. Socket types: number (grey circle), colour (yellow circle), vector (purple diamond). Any output can feed any input; when the types differ, pick a conversion on the input (right-click it). See how nodes connect.

Checker ​

A black and white checkerboard.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale81..200-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Checker (input Coords) → Color ramp → Output > Base color.

Stripes ​

Parallel stripes along X.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale101..200-
sharpness0.50..1-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Stripes (input Coords) → Color ramp → Output > Base color.

Bricks ​

A brick wall pattern with mortar lines.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale61..100-
mortar0.060..0.3-

Outputs

OutputType
Masknumber
Mortarnumber

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Bricks (input Coords) → Color ramp → Output > Base color.

Dots ​

A grid of round dots.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale101..200-
size0.30.01..0.5-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Dots (input Coords) → Color ramp → Output > Base color.

Caustics ​

Moving light patterns like under water.

Works in: material, object shader

Inputs

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale1.50.05..50-
speed0.60..10-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Caustics (input Coords) → Color ramp → Output > Base color.

Hexagons ​

Honeycomb pattern edges.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale60.5..100-
edge width0.060..0.5-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Hexagons (input Coords) → Color ramp → Output > Base color.

Wave rings ​

Animated rings spreading from the centre.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
frequency201..200-
speed2-20..20-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Wave rings (input Coords) → Color ramp → Output > Base color.

Linear gradient ​

0..1 from left to right (X of the coordinates).

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Linear gradient (input Coords) → Color ramp → Output > Base color.

Radial gradient ​

1 in the centre, 0 at the edge.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Radial gradient (input Coords) → Color ramp → Output > Base color.

Angular gradient ​

0..1 around the centre like a clock hand.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Angular gradient (input Coords) → Color ramp → Output > Base color.

Circle ​

A soft disc.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
radius0.30..1-
softness0.020..0.5-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Circle (input Coords) → Color ramp → Output > Base color.

Box ​

A soft rectangle.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
width0.60..1-
height0.40..1-
softness0.020..0.5-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Box (input Coords) → Color ramp → Output > Base color.

Wood rings ​

Tree-ring pattern for wood.

Works in: material, object shader

Inputs

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale40.1..50-
wobble0.30..2-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Wood rings (input Coords) → Color ramp → Output > Base color.

Marble veins ​

Wavy veins for marble.

Works in: material, object shader

Inputs

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale1.50.05..20-
warp40..20-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Marble veins (input Coords) → Color ramp → Output > Base color.

Grid lines ​

A grid of thin lines (white lines on black).

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
cells81..200-
line width0.050.001..0.5-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Grid lines (input Coords) → Color ramp → Output > Base color.

Planks ​

Wooden floor boards with random tones and gaps.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
rows61..100-
plank length30.2..40-
gap0.030..0.3-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Planks (input Coords) → Color ramp → Output > Base color.

Weave ​

Over-under fabric weave pattern.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
threads121..200-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Weave (input Coords) → Color ramp → Output > Base color.

Wave texture ​

Bands or rings with sine, saw or triangle profile, bent by noise.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvectorworld position
Scalenumber3.0
Distortionnumber2.0
Detailnumber3.0

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
type00..10 Bands, 1 Rings
profile00..20 Sine, 1 Saw, 2 Triangle

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Wave texture (input Vector) → Color ramp → Output > Base color.

Gradient texture ​

Linear, quadratic, eased, diagonal, radial or spherical gradient.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
type00..60 Linear, 1 Quadratic, 2 Eased, 3 Diagonal, 4 Radial, 5 Spherical, 6 Quadratic sphere

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Gradient texture (input Vector) → Color ramp → Output > Base color.

Brick texture ​

Bricks with two colours, mortar, row offset and a value per brick.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Vectorvectorthe object's UV
Colour 1colour0.62, 0.24, 0.16
Colour 2colour0.45, 0.17, 0.12
Mortarcolour0.75, 0.72, 0.66
Scalenumber6.0

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
brick ratio20.2..6-
row offset0.50..1-
mortar size0.050..0.3-
mortar smooth0.020..0.3-
colour variation0.60..1-

Outputs

OutputType
Colourcolour
Masknumber
Brick valuenumber
Edge distancenumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Texture coordinate (World) → Mapping (scale 4) → Brick texture (input Vector) → Color ramp → Output > Base color.

Kvas Engine