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Bit Glyphs

Generates a grid of procedural bit-pattern sprites — invaders, runes, sigils — with per-bit animation and HSV color schemes.

The Bit Glyphs node fills a grid with procedurally generated bit sprites in the style of space invaders, runes, or cuneiform. Each cell gets a unique glyph derived from the seed, and individual bits oscillate over time.

Bit Glyphs default output

  • One texture output; the pattern is self-contained (no texture input is used)
  • Nine glyph formulas, four color schemes, and a literal Columns × Rows grid
  • Found in nerdGRAPH under Generators in the add-node menu
Example patch — drag onto the app to load

The image on the right is the example patch itself — drag and drop it onto the app (or load it with File → Load) to open the full graph.

Inputs and outputs

Bit Glyphs node

PortTypePurpose
InputTexturePresent on the node but not read — the pattern is fully procedural
Composite InputTextureComposited over the output using the node's Blend Mode and Opacity
OutputTextureThe glyph grid on a black background
The grid is deliberately exact: Columns × Rows is the literal number of cells, and each glyph is centered and aspect-corrected in its cell. That makes Bit Glyphs usable as a live sprite-sheet atlas for Tech Pattern's and particleDRAW's sprite inputs — match Columns/Rows to the consumer's Sprite Cols/Rows and set Scale to 1.

Parameters

Bit Glyphs parameters

Opacity, Blend Mode, ALPHA — the standard operator header.

Structure

  • Amplitude (0–2, default 1) — output brightness multiplier.
  • Columns / Rows (1–40, default 8/8) — the exact cell grid. Fractional values slide partial cells in from the edges.
  • Complexity (0–1, default 0.5) — how many bits are set per glyph. Low values give sparse, minimal sprites; high values give dense masses.
  • Formula — the glyph construction style. Invaders / Wide Invaders mirror bits for the classic symmetric-alien look; Glyphs, Arecibo, Alien Totem, and Bio Spore vary the sprite grid and bit distribution; Runes, Sigils, and Cuneiform build from whole row/column strokes instead of speckle, so they read as symbolic marks.
  • Color Scheme — Black & White (bits render white), Just Hue (per-bit hue, saturation, and value all vary), Hue + Saturation (full brightness, varied saturation), HSV (default; full saturation and value — brightest output).
  • Base Hue Range (0–1, default 0.5) — how far the per-seed base hue can wander. Hue Rotate (0–360, default 180) shifts all hues. Hue Range (0–1, default 0.25) — per-bit hue variation within a glyph.
  • Rotation (−180 to 180, default 0) — rotates the whole grid around the center.
  • Scale (0.05–1, default 0.7) — glyph size within its cell; lower values add padding between sprites.

Transform

  • Seed (0–99999) — picks a different set of glyphs.

Dynamics

  • Speed (0–5, default 1) — the per-bit oscillation rate; bits fade in and out with individual phases. 0 freezes every glyph.

Every slider has a per-parameter animation bar, so any of these can be animated, audio-driven, or MIDI-mapped — see Parameters and Controls.

Examples

Space-invader wall — Formula Invaders, Columns/Rows 8, Complexity 0.5, Color Scheme HSV: the default look, one alien per cell.

Stone tablet — Formula Cuneiform, Color Scheme Black & White, Complexity 0.7, Speed 0: static rows of wedge marks.

Troubleshooting

Glyphs flicker constantly — that is the per-bit oscillation. Set Speed to 0 for a static pattern.

Everything is white — Color Scheme is Black & White; pick HSV or Just Hue for color.

A wired input texture does nothing — expected. Bit Glyphs is fully procedural; only Composite Input affects the output.

Related

ASCII

Character grids driven by a source texture's brightness.

ASCII

Converts any texture into a grid of characters picked by brightness, or lays out typed text, with per-cell scale warping and randomization.

Datastream

Scrolling pulse strips with per-strip speed variation, trails, and glow, optionally colorized by an input texture.

On this page

Inputs and outputsParametersStructureTransformDynamicsExamplesTroubleshootingRelated