Overview
Generates cracks, roots, impact lines, lightning, rivers, or leaf veins as ordinary paths. Because the result is not a specialized crack image, the same structure can feed line drawing, engraving, raised relief, or coordinate-map workflows. The seed fixes both the shape and generation order.
Usage tips
- For crack line art, start with Radial, 3–6 main branches, 20–40° bend, 0.15–0.3 branch
probability, and 1–2 generations, then use
path_strokeat 1–2px with end taper. - For lightning, try Directional, 1–2 main branches, 20–45° direction spread, 25–40° bend, and 45–75° branch angle. Explore seeds, then preserve every parameter of the accepted shape.
- For roots, veins, and rivers, try 6–12px between bends, 5–15° bend, and a child scale of 0.5–0.7. Raise branch probability before increasing generations.
- For seamless tiles, use the boundary mode that continues on the opposite side. Logical branches are split at the edge, avoiding an unwanted line across the canvas center.
- When feeding a Surface workflow, use cracks or channels as Carve and roots or veins as Ridge/Raise. Set width, height, and taper downstream.
- A branch limit around 32–64 is a safe editing range. If a warning appears, lower branch probability or generations before raising the limit.
Common mistakes
- The result becomes a black mass: halve branch probability, reduce generations by one, or increase the distance between bends.
- Branches stop too soon: Stop at edge has reached the canvas boundary. Move the origin or direction inward, shorten the branch, or use wrapping only for tile assets.
- Almost no child branches appear: a main branch shorter than the bend interval has no intermediate branch checks. Increase its length or reduce the interval.
- The same seed produces a different shape: bend spacing, counts, limits, and other parameters also affect random-consumption order. Save the complete parameter set.
- Wrapping increases the subpath count: this is intentional; edge fragments prevent a line from crossing the whole image.
Related nodes
path_stroke— apply width, color, and taperpath_smooth— reduce small bends after generationpath_coordinate_map— render progress, lateral distance, and subpath IDspath_connect— join the generated result to a hand-drawn pathlayers_to_surface— convert tagged branches into carved or raised detailregion_to_paths— extracts Region boundaries instead of growing branches from an origin