Auragen docs
Auragen docs
OverviewInterfacenerdGRAPH ModeWorking with LayersParameters and Controls
Generators
CrosshatchCircuit BoardTruchetTech PatternHexagonalSpiralTrace NetworkHerringboneQuatrefoilOgeePolka DotFret/MeanderWang TilesRyojiSuper TilesGradientPCB
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GeneratorsPattern

Tech Pattern

Grid of randomized geometric shapes with noise-driven density, or your own sprite sheet laid out across the grid.

The Tech Pattern node scatters small geometric glyphs — circles, crosses, squares, diamonds, rings — across a grid, with a noise field driving where they cluster. Switch it to Sprite Sheet mode to lay out frames from an image atlas (or a generator piped into its Sprite Atlas input) instead of the built-in shapes.

Tech Pattern default output

  • One texture output; three optional texture inputs (domain warp, sprite atlas, composite)
  • Cell Size, Density, Randomness, and Clumping shape the default glyph grid
  • Sprite Mode swaps the glyphs for frames from a sprite sheet
  • Found in nerdGRAPH under Generators as Tech Pattern
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

Tech Pattern node

PortTypePurpose
InputTextureDomain warp — the red/green channels displace the sample coordinates
Sprite AtlasTextureA generator to use as the sprite sheet in Sprite Sheet mode (e.g. Bit Glyphs or Custom GLSL), instead of — or on top of — a dropped image file
Composite InputTextureComposited over the output using the node's Blend Mode and Opacity
OutputTextureThe grayscale glyph grid on black

The Sprite Atlas port is the second input; it only affects the output when Sprite Mode is set to Sprite Sheet.

Parameters

Tech Pattern parameters

Opacity, Blend Mode, ALPHA, Invert Alpha, Threshold Min / Threshold Max — the standard operator header; see Perlin Noise for details.

Structure

  • Cell Size (0.1–3, default 0.8) — the grid cell size; smaller values pack in more glyphs.
  • Density (0.05–1, default 0.5) — the fraction of cells that hold a glyph.
  • Randomness (0–1, default 0.5) — how much the glyph choice and placement vary per cell.
  • Clumping (0–1, default 0.5) — biases the density noise so glyphs gather into clusters rather than spreading evenly.

Sprite Sheet

  • Sprite Mode — Default Pattern (built-in glyphs) or Sprite Sheet (frames from an atlas). The sprite controls below only take effect in Sprite Sheet mode.
  • Sprite Sheet — the image file to slice into frames (drop an image or click to browse).
  • Columns / Rows (1–64) — the atlas grid layout.
  • Anim Speed, Random Cycle, Sprite Density, Jitter, Scale Variation, Noise Opacity — control how frames are picked, animated, and placed across the grid.

Transform

  • Seed (0–99999) and the shared Scale / Offset / Rotation block.

Dynamics

  • Playback is driven by the global animation speed and, in Sprite Sheet mode, Anim Speed.

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

Troubleshooting

Sprite sheet shows nothing — set Sprite Mode to Sprite Sheet, then either drop an image into Sprite Sheet or wire a generator into the Sprite Atlas port, and check Columns / Rows match the atlas.

Glyphs spread too evenly — raise Clumping to gather them into clusters, or lower Density.

Grid feels too sparse — lower Cell Size and raise Density.

Related

Bit Glyphs

Procedural bit-pattern sprites — a good Sprite Atlas source.

Circuit Board

PCB traces, vias, and IC pads.

Truchet

Randomized tile pattern that joins curves, lines, or triangles across a grid into continuous flowing paths.

Hexagonal

Honeycomb grid generator with per-cell fill values and configurable border width.

On this page

Inputs and outputsParametersStructureSprite SheetTransformDynamicsTroubleshootingRelated