4 Nodes included:
- Atlaser Grayscale - Creates an atlas from multiple grayscale images (Max. 64)
- Atlaser Color - Creates an atlas from multiple Color images (Max 64)
- Material Atlaser - Creates an atlas from multiple materials (Max 16)
- Atlaser FX - Creates an atlas from different inputs and parameters (experiment!), or extracts a single image from an atlas.
Useful for spritesheets, atlasing, VFX flipbooks etc.
These nodes have been rebuilt from scratch and they perform much better than the previous versions.
Uploaded: over 1 year ago
Updated: 4 months ago
File Name: Bruno_Atlaser.zip
Size: 123 KB
Seriously? no 5 stars? This is really useful, thanks Bruno!
I'm glad you guys found it useful! Perhaps the name/thumbnail image doesn't communicate it that well? I'll think about it :)
It would be nice to know what you can do with it. "Packing multiple images into a single atlas." sounds great, but what kinds of cool things will this allow you to do?
Extremely useful, I wish I'd found this sooner. Thanks!
maybe the image should be changed to show 4 atlases ?
OK, this is really really useful. Thank you!
Thanks for the feedback! I've updated the node with extra functions and it performs MUCH better!
compatible with substance painter 2?
Hi greatclouds, I haven't purchased it yet so I'm unable to test at the moment, sorry about that!
Let me start by saying this utility is amazing.
I was testing this in conjunction with your liquid substance, and I'm so happy that I found a quicker method to make sprite-sheets for my particles. I do wonder however if the contrast is supposed to be so 'extreme' in the atlas itself? the height-map of your liquid has a range of grey values, that are lost in the atlas (they're basically pure white / resemble the mask). After opening the atlaser up and lowering the histogram contrast the 'threshold texture' input is fed into, I got the range of values back.
is there a reason for the high contrast that I'm simply unaware of or something? or am I doing something wrong?
cheers for the atlaser tho :)
I guess the 'position' of the histogram 'fakes' the animation, guess that explains it :P
I wish there was something in here for feeding actual animation and splitting it up into frames, then you could fully unleash animation textures. Don't get me wrong, there are some neat things one can do with gradient and histogram selection over time, but it's not true procedural animation.