Version 3

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: about 3 years ago
Updated: 12 months ago
Version: 4
File Name: Bruno_Atlaser.zip
Size: 151 KB

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DISCUSS
almost 3 years ago

Seriously? no 5 stars? This is really useful, thanks Bruno!


almost 3 years ago

great


almost 3 years ago

I'm glad you guys found it useful! Perhaps the name/thumbnail image doesn't communicate it that well? I'll think about it :)


almost 3 years ago

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?


over 2 years ago

Extremely useful, I wish I'd found this sooner. Thanks!


over 2 years ago

maybe the image should be changed to show 4 atlases ?


over 2 years ago

OK, this is really really useful. Thank you!


over 2 years ago

Thanks for the feedback! I've updated the node with extra functions and it performs MUCH better!


over 2 years ago

compatible with substance painter 2?


over 2 years ago

Hi greatclouds, I haven't purchased it yet so I'm unable to test at the moment, sorry about that!


over 2 years ago

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 :)


over 2 years ago

I guess the 'position' of the histogram 'fakes' the animation, guess that explains it :P


almost 2 years ago

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.


over 1 year ago

I have one feature request. Could you add border width parameter to separate the textures?


over 1 year ago

Saved me so much time. Thanks!


over 1 year ago

Hi sanmn19, that's actually a great idea :) It's on my list, should take me a while to get to it but I'll do it eventually. In the meantime maybe use it along with this one? https://share.allegorithmic.com/libraries/2403


8 months ago

It works incorrect into the lastet version of designer


8 months ago

Hi Titus, thanks for getting back to me! I assume you're having the problem with the Atlaser Color node? One limitation of all these nodes is that if say, you leave input #4 to #6 empty, whatever you plug into #7 will be repeated in #4 all the way to #7. That said, I couldn't reproduce the error you described... Do you think we could continue this discussion over email? You can reach me at mail@3dbruno.com if that's ok. Thanks!


8 months ago

Hi Titus, do you think you could give me some more info on how you expected to work and what happened instead? I've just tried both the sbs and sbsar on the newest substance version and everything seems to be working on my end. If there's a problem I'll certainly fix it and update the files!


8 months ago

so when i plug more than 3 nodes with alpha, the 4-th rect is incorrect. i mean imagine atlas 2048x2048 and you have 10 textrures with alpha, so when you plug them 4-th, 6, .... are incorret, they are look like alpha from previouse image but rgb is from current.