Mosaic Master

by Nodes and noodles in Surfacing


In your downloaded .blend file, you'll find several example materials illustrating the many primary functions of Mosaic Master. These examples are the best and fastest way to learn how to set the nodes up and how to use them.


Use Mosaic Master in your project.

Add the Nodes to your Blender project:

  1. Open your existing project or start a new one in Blender
  2. Click File -> Append then browse to your downloaded file and click on it.
  3. Click on NodeTree, select Mosaic Master, M.M. Polyshape, and M.M. Pixel Types, and click Append.
  4. The nodes will now be available in the Shader Editor. Click Add -> Group and then select Mosaic Master, M.M. Polyshape, or M.M. Pixel Types.



THE MOSAIC MASTER NODE

INPUTS

The green sockets with uppercase labels don't affect the node at all.
They serve only as labels to divide the input controls into clear sections:

  1. Main inputs and controls
  2. Tiles
  3. Height and Mask
  4. UVs
  5. Tiled UVs
  6. Random


Main Inputs and Controls:

  1. Vector - input texture coordinates.
  2. Canvas Size U - horizontal size of geometry for aspect ratio.
  3. Canvas Size V - vertical size of geometry for aspect ratio.
  4. Noise - a color or vector input for adding distortion.
  5. Noise Intensity - strength of the Noise


Tiles:

  1. Tiles U - number of tiles horizontally.
  2. Tiles V - number of tiles vertically.
  3. Square Tiles - automatically adjusts V Tiles to make pixels square based on the U Tiles input.
  4. Offset - the amount by which to offset horizontal rows of tiles (1 = one tile's width).
  5. Offset Type - offsets all rows or only alternating rows.
  6. Correct for Offset - keeps the image straight while rows of tiles are offset.


Height and Mask:

  1. Edge - bevels the edges of tiles.
  2. Soft Edges - rounds off the bevels.
  3. Round Corners - rounds off the corners of tiles (doesn't affect Polyshapes).
  4. Border Size - amount of the bevelled edge to be excluded from the mask.
  5. Socket Depth - the depth of empty sockets. (see Random below)


UVs:

  1. UVs U Mode - selects between standard, infinite stretch, and invert modes.
  2. UVs V Mode - selects between standard, infinite stretch, and invert modes. Setting both U and V to Infinite Stretch produces the classic pixelated effect.
  3. UVs Rotation - rotates the contents of individual tiles.
  4. UVs Random Rotation - rotates the contents of individual tiles by a random amount.


Tiled UVs:

  1. Tiled UVs Rotation - rotates tiled image.
  2. Tiled UVs Random Rotation - rotates tiled image by a random amount.


Random:

  1. Empty Sockets - number of random tiles to be removed leaving an empty space or hole.
  2. Random Seed - affects all random components (rotation, polyshape sides, etc.).
  3. Seamless - makes the random components match up along the sides.
    NOTE: this feature works on the random components of the node only. It does not make your image seamless.


OUTPUTS

  1. UVs - the main Vector output. It goes into a texture node as texture coordinates and is controlled by the UVs inputs section.
  2. Tiled UVs - maps a texture to each tile or polyshape and is controlled by the Tiled UVs inputs section.
  3. Polyshape Data - data only useful to the Polyshape node.
  4. Random Color - a random color for each individual tile.
  5. Height - a value output which produces a heightmap to be plugged into a Bump or Displacement node for 3D bas relief effects.
  6. Mask - a value output for masking the tiles from the background.
  7. Sockets Mask - a value output for masking empty sockets.



THE POLYSHAPE NODE

INPUTS

  1. Tiled UVs - takes the Tiled UVs output from Mosaic Master.
  2. Polyshape Data - takes the Polyshape Data output from Mosaic Master.
  3. Random Color - takes the Random Color output from Mosaic Master.
  4. Sides - number of sides of the polygonal shape (triangle, square, pentagon, etc.).
  5. Random Additional Sides - the maximum number of sides to be added to the Sides input value.
  6. To Circle - morphs between the polygonal shape and a circle.
  7. Edge - bevels the edges of tiles.
  8. Soft Edges - rounds off the bevels.
  9. Border Size - amount of the bevelled edge to be excluded from the mask.
  10. Empty Sockets - number of random tiles to be removed leaving an empty space or hole.
  11. Socket Depth - the depth of empty sockets.
  12. Rotation - rotates Polyshape.
  13. Random Rotation - rotates Polyshape by a random amount.


OUTPUTS

  1. Height - a value output which produces a heightmap to be plugged into a Bump or Displacement node for 3D bas relief effects.
  2. Mask - a value output for masking the tiles from the background.
  3. Sockets Mask - a value output for masking empty sockets.


THE PIXEL TYPES NODE

INPUTS

  1. Type - selects between the 3 pixel types.
  2. Tiled UVs - takes the Tiled UVs output from Mosaic Master.
  3. Random Color - takes the Random Color output from Mosaic Master to produce random rotation of individual pixels.
  4. Image - the main image to be pixelated.

OUTPUTS

  1. Color - the final  pixelated image.


NOTE: to be notified about future updates, please remember to allow email contact from the creator when you make your purchase.


Sales 50+
Dev Fund Contributor
Published almost 4 years ago
Blender Version 2.79, 2.8, 2.81, 2.82, 2.83, 2.9, 2.91, 2.92, 2.93, 3.0, 3.1, 3.2, 3.3, 3.4, 3.5
License Royalty Free
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