AnimGraphLab Beta

Pattern generator node takes an input shape (the “Tile”) and duplicates it into highly customizable repeating arrangements. It supports everything from strict architectural grids to nature-inspired spirals and random organic scatters.

Unlike Scatter node which generates abstract points, Pattern node directly duplicates the input geometry.

Inputs

Tile shape
Boundary
Pattern Generator

Tile shape

Shape(s) to be duplicated across the pattern.

Boundary

Optional boundary shape. If provided, pattern will only generate inside this boundary.

Parameters

ParameterDescription
Label
The display name for the node.
Layout
The mathematical arrangement used to distribute shapes.
Spacing
Base distance between each tile.
Stagger
How much every other row is shifted.
Row offset
Shifts every alternating row horizontally.
Column offset
Shifts every alternating column vertically.
Amplitude
Vertical height of the sine wave.
Frequency
Frequency (tightness) of the sine wave.
Rings
Number of concentric rings to generate.
Base rotation
Base rotation applied to every tile.
Position
Randomizes placement of each tile.
Rotation
Randomizes rotation of each tile.
Scale
Randomizes size of each tile.
Step
Apply modifiers to every Nth tile.
Offset
Shift the starting index for the sequence.
Rotation
Added rotation for the Nth tile.
Scale
Scale multiplier for the Nth tile.
Translate X
Horizontal offset for the Nth tile.
Translate Y
Vertical offset for the Nth tile.
Seed
Random seed for jitter and organic layouts.
Output mode
How the generated tiles are output into the graph.

Layout methods

Tessellations

Standard repeating grid structures.

Grid
Brick
Checkerboard
Triangular/Hexagonal
Herringbone
Sine wave

Radial & Spiral

Patterns radiating from a central point.

Polar
Golden spiral (Phyllotaxis)
Vortex

Organic & Scatter

Natural, algorithmic, and noisy distributions.

Poisson disk
Organic (random)

Boundaries and clipping

By default, Pattern node generates an infinite pattern that covers a large generic area (1000x1000).

If secondary input (Boundary) is connected:

  1. pattern automatically calculates exactly how many rows/columns are needed to fill the boundary.
  2. pattern is automatically centered inside the boundary.
  3. any tiles that spill over the edge of the boundary are Boolean clipped to perfectly match the silhouette of the boundary shape.

Adding randomness

To break up perfectly uniform grids and make them look hand-drawn or natural, use the jitter parameters:

  • Position jitter: shifts tiles slightly off their perfect grid coordinates.
  • Rotation jitter: adds a random rotation offset (e.g., +/- 10 degrees).
  • Scale jitter: adds random scaling to the tiles, allowing some to be slightly larger or smaller than others.

Tip: Use 'seed' parameter to randomize the look of added jitter.

Output mode

  • Individual shapes: every duplicated tile remains an independent shape in the graph. This is useful if you want to animate them individually downstream or apply random colors.
  • Combined shape: merges all generated tiles into a single, unified SVG Path. This is significantly faster for rendering massive patterns (thousands of tiles) and guarantees clean, gapless rendering if you apply strokes or drop shadows later in the graph.

See also