Truchet Pattern*

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

Truchet Pattern generates a modern Truchet tiling using curved or geometric modules that automatically connect across their borders. By dividing the surface into a grid and randomly rotating specific tile motifs (like Arcs, Triangles, or Lines), it creates visually rich, continuous pathways, mazes, and interlocking lattices. Unlike simple repetition, the random rotation creates a non-repeating "global" structure from simple "local" rules.

Worth noting that while the original Truchet tiles (1704) used diagonally split squares, the curved arc-based Truchet patterns commonly used in modern graphics were popularized by Cyril Stanley Smith in 1987.

Usage & Behavior

With an Arcs kernel
With Smith Arc
With Triangles
With Semi-Circles
With a Maze kernel

This node is a powerhouse for abstract geometry and motion graphics. The Zoom parameter controls the density of the grid, while the Seed completely reshuffles the path connections. It creates immediate complexity; a simple "Maze" pattern can look like a printed circuit board or an architectural floor plan depending on the colors used.

Best Used For: Labyrinths, retro floor tiles, circuit boards, Aztec/Mayan patterns, opulent wallpapers, and abstract flowing backgrounds.

Key Features

  • 6 Distinct Motifs: From organic Smith Arcs to sharp Geometric Triangles.
  • Seamless Connectivity: All tiles are mathematically designed to link perfectly at edges.
  • Auto-Coloring: Includes 12 curated palettes (Viridis, Magma, Neon, etc.) for instant style.

The 6 Tile Motifs

The Pattern Type determines the shape drawn inside each grid cell:

Geometric / Hard
  • TRIANGLE: Diagonal split. The original 1704 Truchet tile.
  • MAZE: Parallel line segments. Creates labyrinthine corridors.
  • DIAMOND: Manhattan-distance ripple. Decorative lattice.
Organic / Soft
  • SEMICIRCLE: Simple half-circles connecting edges.
  • ARC: Cosine-based curved bands.
  • SMITH ARC: Modern "Smith" tiles. Randomized, flowing spaghetti-like structures.

Parameters

Pattern Type Enum
Selects the tile motif (Triangle, Arc, Maze, etc.). See the Tile Motifs section above.
Color Schema Enum
Applies a preset color palette to the pattern output. Includes scientific (Viridis, Magma), natural (Verdant, Sunset), and artistic (Neon, Psychedelic) options.
Coords Vector
The input texture coordinates.
Zoom (default: 10.0)
Controls the grid density. Higher values create smaller tiles and a more intricate web of connections.
Seed (default: 1.23)
Randomizes the rotation state of the tiles. Changing this value completely re-routes the paths without changing the tile size.
Bands (default: 5)
Used by Arc and Diamond patterns.
Controls the number of concentric color stripes or ripples inside a single tile.
Thickness (default: 0.2)
Used by Smith Arc and Maze patterns.
Controls the width of the path lines. Low values create thin wireframes; high values create solid blocks.
Softness (default: 0.1)
Used by Smith Arc and Maze patterns.
Controls the anti-aliasing or blurriness of the line edges.

Quick Recipes

Classic Truchet looks.

Retro Floor

  • Type TRIANGLE
  • Schema TERRACOTTA
  • Zoom 8.0
The classic diagonal split tile creates a timeless geometric floor pattern.

Printed Circuit

  • Type MAZE
  • Thickness 0.15
  • Schema NEON_NIGHTS
  • Zoom 20.0
Thin, dense maze lines on a dark background simulate electronic traces.

Op-Art Waves

  • Type ARC
  • Bands 8
  • Schema MONOCHROME
High band count with arcs creates a dizzying, vibrating optical illusion.
Technical Note: The shader divides the UV space into integer cells (floor(uv * zoom)) and local coordinates. It calculates a random value based on the cell ID to determine the rotation (0, 90, 180, 270 degrees). The internal shape functions are designed such that the entry/exit points on the tile edges always align, ensuring continuity regardless of rotation.
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