Filtered Pattern*

Preview
Performance Cost 🟢 Low
Space 2D UV Space
Implementation Native Compiled C++
Devices (Cycles) CPU / GPU (1:1)

Filtered Pattern is a geometric generator that creates tile-based structures like Grids, Checkboards, Hexagons, and Triangles. Unlike standard texture nodes which can suffer from jagged edges (aliasing) or blurring when viewed at a distance, this node uses Analytic Box Filtering. By calculating the exact pixel footprint inside each repeating tile using UV derivatives, it produces perfectly anti-aliased, moiré-free patterns at any zoom level, making it essential for high-quality architectural and motion graphics work.

Usage & Behavior

Checkboard
Hexagons
With filtering OFF
With filtering ON (and 1 global sample)

This node is the "Swiss Army Knife" of geometric tiling. Instead of loading 10 different image textures for simple grids or dots, you can generate them procedurally with infinite resolution. The Filter Strength parameter gives you artistic control over the edge softness: keep it at 1.0 for mathematically correct anti-aliasing, or lower it for a sharper, pixel-perfect look.

Best Used For: Architectural tiles (floors/walls), tech grids, motion graphics backgrounds, fabric weaves, mesh fences, and UI elements.

Key Features

  • 9 Geometric Types: From basic Squares to complex Isometric Grids and Hexagons.
  • Analytic Filtering: Stable rendering without flickering or moiré patterns.
  • Infinite Resolution: Vector-like quality at any scale.

Parameters

Pattern Enum
Selects the geometric shape to tile:
  • CHECKBOARD: Classic alternating squares.
  • GRID: Thin lines forming a square grid.
  • ISOGRID: Triangular/Isometric grid lines (60° angles).
  • SQUARES: Isolated square islands.
  • CROSSES: Plus-shaped crosses.
  • CIRCLES: Polka dots / grid-aligned circles.
  • HEXAGONS: Honeycomb pattern.
  • TRIANGLES: Equilateral triangle mosaic.
  • DIAMONDS: 45° rotated square grid.
Coords Vector
The input texture coordinates.
Scale X / Y (default: 12.0)
Controls the density of the pattern along the X and Y axes independently. Non-uniform values will stretch the shapes (e.g., turning circles into ellipses).
Color 1 / 2 Color
The two colors used to draw the pattern. Color 1 is typically the shape/line, and Color 2 is the background/fill.
Filter Strength (default: 1.0)
Adjusts the width of the anti-aliasing filter kernel.
- 1.0: Physically correct filtering (no aliasing).
- 0.0: No filtering (hard jagged edges).
- > 1.0: Over-softened edges (blurry).

Quick Recipes

Standard tiling configurations.

Kitchen Floor

  • Pattern CHECKBOARD
  • Scale X/Y 4.0
  • Color 1 Black
  • Color 2 White
Classic high-contrast tiling.

Sci-Fi Hex Mesh

  • Pattern HEXAGONS
  • Scale X/Y 20.0
  • Filter Strength 0.5
High density honeycomb. Lowering filter strength keeps the thin lines crisp.

Diamond Fence

  • Pattern ISOGRID
  • Scale X/Y 15.0
  • Colors Metal/Transp
Isometric grid lines mapped to transparency create a chain-link fence look.
Technical Note: The filter width w is calculated as max(abs(dUVdx), abs(dUVdy)). This value represents the rate of change of the UV coordinates per screen pixel. The logic then analytically integrates the pattern function over this width to compute the exact coverage area, eliminating aliasing without supersampling.
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