Print view · Pattern · 7 pagesChoose "Save as PDF" as the destination in the print dialog.
Back to the docs

Mesh Morpher documentation

Pattern

7 pages · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/voxel/pattern

Studio and Graph › Voxel

Pattern

Regular, repeating fields - tilings and structured patterns rather than noise.

Studio and Graph › Voxel › Pattern

Checkerboard

A 3D checkerboard alternating between +1 and -1 per cell. Scale controls how fine the cells are.

Checkerboard node

The Checkerboard node

When to use it

A 3D checkerboard alternating between +1 and -1 per cell. Scale controls how fine the cells are.

It is a pattern, not a distance field. Wire it into Density and you get a lattice of solid cubes with no smooth crossing anywhere for the mesher to find.

As a mask it earns its keep: pick out alternating cells for colour, or for a brick-and-mortar classification. Combine it with maths nodes rather than with booleans.

Pins

Pin Type Description
Scale Number How tight the squares are. Higher numbers make them smaller.
Pin Type Description
Result Number +1 on the light squares, -1 on the dark ones.

Studio and Graph › Voxel › Pattern

Constant

A fixed float, in a small node that fits inside a dense pattern subgraph without taking over the canvas. The title shows the value.

Constant node

The Constant node

When to use it

A fixed float, in a small node that fits inside a dense pattern subgraph without taking over the canvas. The title shows the value.

Float Input does exactly the same thing in a bigger node with a named field. There is no behavioural difference. Pick whichever keeps the graph readable.

Pins

Pin Type Description
Value Number The number you typed.

Settings

Setting Type Description
Value Number The number.

Studio and Graph › Voxel › Pattern

Linear Gradient

A value that increases along a chosen direction. Layered strata, and any masking that depends on which way something faces in world space.

Linear Gradient node

The Linear Gradient node

When to use it

A value that increases along a chosen direction. Layered strata, and any masking that depends on which way something faces in world space.

The default axis is Y, not Z, so a fresh node varies north-south rather than by height. Set Axis Z to 1 if height is what you meant.

It is unbounded and in world units. Run it through Remap or Inverse Lerp before anything treats it as a 0 to 1 mask, or the mask saturates the moment you leave the origin.

Pins

Pin Type Description
AxisX Number How much the ramp climbs along X.
AxisY Number How much the ramp climbs along Y.
AxisZ Number How much the ramp climbs along Z.
Pin Type Description
Result Number The ramp value at this point.

Studio and Graph › Voxel › Pattern

Radial Gradient

Straight-line distance from a centre point. Circular masks and falloffs.

Radial Gradient node

The Radial Gradient node

When to use it

Straight-line distance from a centre point. Circular masks and falloffs.

It is not a sphere. A sphere is this minus a radius, and that subtraction is the whole difference between something you can mesh and something you can only mask with.

Spherical Gradient is the version that arrives already normalised, 1 at the centre falling to 0.

Pins

Pin Type Description
CenterX Number Where the middle sits along X.
CenterY Number Where the middle sits along Y.
CenterZ Number Where the middle sits along Z.
Pin Type Description
Result Number How far this point is from the middle.

Studio and Graph › Voxel › Pattern

Sine Wave

A sinusoidal ripple repeating along a chosen direction. Ribbed surfaces, corrugated walls, wavy water.

Sine Wave node

The Sine Wave node

When to use it

A sinusoidal ripple repeating along a chosen direction. Ribbed surfaces, corrugated walls, wavy water.

Frequency, amplitude and direction are all pins here, which is why this beats building the same thing out of a raw Sin and a pile of position nodes.

Added to a distance field it displaces the surface, which is usually what you want. Multiplied into one it does something much harder to predict.

Pins

Pin Type Description
Frequency Number How many ripples fit in one world unit. Higher is tighter.
Amplitude Number How far the ripples swing above and below zero.
AxisX Number Which way the ripples travel, along X.
AxisY Number Which way the ripples travel, along Y.
AxisZ Number Which way the ripples travel, along Z.
Pin Type Description
Result Number The wave at this point, swinging between plus and minus the amplitude.

Studio and Graph › Voxel › Pattern

Spherical Gradient

A soft blob mask that needs no remapping: 1 at the centre, falling to 0 at a distance of 1.

Spherical Gradient node

The Spherical Gradient node

When to use it

A soft blob mask that needs no remapping: 1 at the centre, falling to 0 at a distance of 1.

That 1 is one world unit, which is tiny. Straight out of the box this node reads 0 almost everywhere and looks broken. Scale the domain to size it, because the falloff distance is fixed and there is no radius pin to change.

Good for localising an effect: noise only near a point, colour only around a landmark.

Pins

Pin Type Description
CenterX Number Where the middle sits along X.
CenterY Number Where the middle sits along Y.
CenterZ Number Where the middle sits along Z.
Pin Type Description
Result Number 1 at the middle, fading to 0 one unit out.