Overview
sGrid takes an input shape and replicates it as a 2D matrix (X columns × Y rows). Each copy is identical to the original, spread evenly with an adjustable Offset.
Typical use cases: checkered patterns, honeycombs (with a 6-sided sNGon), arrays for mosaics, game UI inventory grids.
Where to find this node
- Effects Library:
Tools > Shape > sGrid - Quick add: right-click in the Node Editor →
Add Tool > Shape > sGrid
sGrid vs sDuplicate
- sDuplicate
- Copies in a linear sequence with a cumulative transform (position + rotation + scale per copy). More flexible, less structured.
- sGrid
- Copies in a regular 2D matrix. All identical (no cumulative transform), just spread over X × Y cells. Stricter, more predictable.
Rule: a line/circle/spiral of copies → sDuplicate. A regular matrix / checkerboard / tiled pattern → sGrid.
Inputs
- Input1 (required) - the output of another shape node. The shape to replicate in a grid.
Setup
Honeycomb pattern:
sNGon (Sides 6, Angle 30°) → sGrid (Cells X=8, Y=6) → sRender → Merge
Inventory grid (5×4 slots):
sRectangle (Corner Radius 0.2) → sGrid (Cells X=5, Y=4, Offset X=0.15, Y=0.2)
→ sRender → Merge
Checkerboard:
sRectangle (white) → sGrid (Cells 8×8) → sRender → Merge
↑
(alternating via a mask)
Dot pattern:
small sEllipse → sGrid (Cells 20×15, small Offset) → sRender → MergeControls tab
- Grid Cells X
- Number of columns in the grid.
- Grid Cells Y
- Number of rows in the grid.
- X Offset
- Horizontal spacing between copies. 0.0 = all the copies stacked in the same place. 1.0 = copies spread across the whole width of the frame.
- Y Offset
- Vertical spacing.
Use cases
- Honeycomb pattern - a hexagonal sNGon + sGrid with the right offsets = a perfect tiled hexagonal pattern. A classic for tech/sci-fi backgrounds.
- Game UI inventory grid - a rounded sRectangle + sGrid = 4×4, 5×6 inventory slots, etc.
- Checkerboard / chessboard - sRectangle + an 8×8 sGrid = a checkerboard. Combine it with alternating colors through sBoolean or masks.
- Pixel art background - a very small sRectangle + sGrid with high Cells (40×25) = a pixel art pattern for a background motif.
- Dot pattern - a small sEllipse + sGrid = a polka dot motif. Retro/fashion design.
- Multiple stars (★ ★ ★ ★) - sStar + sGrid for a row or grid of stars. A quick alternative to manual sMerge nodes.
- Heat map / data visualization - sRectangle + sGrid = a grid of uniform cells you can animate to visualize data.
Tips
- Offset ≈ 1/Cells for full coverage - Cells X = 5, Offset X = 0.2 (= 1/5) = the cells fill the whole width without overlapping.
- Cells 1×N = a vertical line, N×1 = a horizontal line. sDuplicate works better for this case.
- Performance: watch X × Y - 20×20 = 400 copies, 50×50 = 2500. Beyond a few hundred, the render slows down.
- Offset 0 for stacking = all the copies are stacked at the center. A special case, used for an accumulation effect or to test without spacing.
- Test with small values first (Cells 3×3), then increase gradually. Avoids surprise slowdowns.
- Combine sGrid with sJitter = a grid with random variations (size, rotation, color per cell). More organic.
- For non-uniform grids (variable sizes or positions), use several shape nodes + sMerge manually. sGrid only handles uniform grids.
