Skip to the plate
FORMA PUBLIC DOMAIN GENERATIVE ATLAS / ED. 0.28
Plate 28, Truchet Tiles: a still of the tiling / rotation set plate as the atlas renders it, in the lattices accent.

PL. 28  ·  LATTICES / TILING / ROTATION SET

Truchet Tiles

Sébastien Truchet, 1704

OPEN THE LIVE PLATE ▸

DEFINITION

each cell takes one of k rotations,
chosen by a hash of its coordinates

NOTES

Father Truchet, a Carmelite friar, catalogued what happens when you tile a plane with a single square split diagonally and let each tile take any of four rotations. The quarter-arc variant — two arcs joining opposite midpoints — produces continuous meandering loops that never terminate.

PROVENANCE

Origin
Sébastien Truchet, Mémoires de l'Académie Royale, 1704
Standing
Public domain — three centuries old
Constants
Arc weight near 0.16 of cell width reads best

TOUCHDESIGNER · GLSL

The same shader this plate runs, reframed for a GLSL TOP. Pasted bare it renders the published constants as a still frame; wire absTime.seconds into u_t on the Vectors page to animate it.

// FORMA — PL. 28 · TRUCHET TILES — Sébastien Truchet, 1704
//   each cell takes one of k rotations,
//   chosen by a hash of its coordinates
// TouchDesigner port — paste into a GLSL TOP's pixel shader. Set the
// resolution on the TOP's Common page. As pasted it renders the published
// constants as a still frame; to animate, add a uniform named u_t on the
// GLSL TOP's Vectors 1 page with the expression absTime.seconds.
// Constants are consts — edit to tweak; comments give the measured range.
// Written from the published mathematics, not adapted from any code.

#define u_res (uTDOutputInfo.res.zw)
uniform float u_t;               // absTime.seconds on the Vectors page; unset = still

const float u_phase = 0.8821;    // this plate's own grid phase, 0..1
// FORMA's LATTICES accent as cosine-gradient coefficients
const vec3 u_pal_a = vec3(0.46, 0.4185, 0.1389);
const vec3 u_pal_b = vec3(0.5, 0.4549, 0.151);
const vec3 u_pal_c = vec3(1, 1, 1);
const vec3 u_pal_d = vec3(0, 0.05, 0.1);

const float p_cells  = 14.0;        // cells across · live 4 .. 34
const float p_weight = 0.16;        // line weight · live 0.04 .. 0.4
const float p_mode   = 0.0;         // diagonals instead of arcs · live 0 .. 1
const float p_drift  = 0.16;        // drift speed · live 0 .. 0.6

/* The order's ramp — the same cosine formulation the JS kit uses, so a
   plate keeps its classification colour in either language. */
vec3 ramp(float t){
  return clamp(u_pal_a + u_pal_b * cos(6.28318530718 * (u_pal_c * t + u_pal_d)), 0.0, 1.0);
}

/* Sawtooth and triangle on this plate's phase, mirroring the JS kit. */
float cycle(float t, float period){ return fract(t / period + u_phase); }
float pingpong(float t, float period){
  float u = cycle(t, period);
  return u < 0.5 ? u * 2.0 : 2.0 - u * 2.0;
}


float hash2(int x, int y){
  uint h = uint(x) * 374761393u + uint(y) * 668265263u;
  h ^= h >> 13u;
  h *= 1274126177u;
  h ^= h >> 16u;
  return float(h) / 4294967296.0;
}

float smoothCurve(float t){ return t * t * (3.0 - 2.0 * t); }
float fadeCurve(float t){ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); }

/* Value noise: bilinear interpolation of a hashed lattice. */
float valueNoise(vec2 p){
  vec2 c = floor(p), f = p - c;
  int xi = int(c.x), yi = int(c.y);
  float u = smoothCurve(f.x), v = smoothCurve(f.y);
  return mix(mix(hash2(xi, yi),     hash2(xi + 1, yi),     u),
             mix(hash2(xi, yi + 1), hash2(xi + 1, yi + 1), u), v);
}

/* Gradient (Perlin) noise: dot products against pseudo-random unit vectors. */
float gradDot(int ix, int iy, float dx, float dy){
  float a = hash2(ix, iy) * 6.28318530718;
  return cos(a) * dx + sin(a) * dy;
}
float gradNoise(vec2 p){
  vec2 c = floor(p), f = p - c;
  int xi = int(c.x), yi = int(c.y);
  float u = fadeCurve(f.x), v = fadeCurve(f.y);
  return mix(mix(gradDot(xi,     yi,     f.x,       f.y),
                 gradDot(xi + 1, yi,     f.x - 1.0, f.y), u),
             mix(gradDot(xi,     yi + 1, f.x,       f.y - 1.0),
                 gradDot(xi + 1, yi + 1, f.x - 1.0, f.y - 1.0), u), v) * 0.7071 + 0.5;
}

/* Octaves summed at falling amplitude. GLSL has no function pointers, so the
   two bases are two functions rather than one with a noise argument. The
   three-argument forms take the per-octave gain — the Hurst roughness dial,
   mirroring the kit's fbm — and the two-argument forms keep the classic 0.5
   so existing call sites read unchanged. */
float fbmValue(vec2 p, int oct, float gain){
  float sum = 0.0, amp = 0.5, norm = 0.0;
  for (int i = 0; i < 9; i++){          // 9 is the octave slider's ceiling
    if (i >= oct) break;
    sum += amp * valueNoise(p);
    norm += amp;
    amp *= gain;
    p *= 2.0;
  }
  return sum / norm;
}
float fbmValue(vec2 p, int oct){ return fbmValue(p, oct, 0.5); }
float fbmGrad(vec2 p, int oct, float gain){
  float sum = 0.0, amp = 0.5, norm = 0.0;
  for (int i = 0; i < 9; i++){
    if (i >= oct) break;
    sum += amp * gradNoise(p);
    norm += amp;
    amp *= gain;
    p *= 2.0;
  }
  return sum / norm;
}
float fbmGrad(vec2 p, int oct){ return fbmGrad(p, oct, 0.5); }

vec3 plate(vec2 uv){
  float n = p_cells;
  /* The same drift the JS path has always had — the tile field scrolls in
     the bearing PHASE sets, measured in cells per second. */
  float ang = u_phase * 6.283;
  vec2 st = uv * n + u_t * p_drift * vec2(cos(ang), sin(ang));
  ivec2 ipos = ivec2(floor(st));
  vec2 fpos = fract(st);
  float h = hash2(ipos.x, ipos.y);
  float d = 1.0;
  if (p_mode > 0.5){
    if (h < 0.5) d = abs(fpos.x - fpos.y) * 0.7071;
    else d = abs(fpos.x + fpos.y - 1.0) * 0.7071;
  } else {
    vec2 p1 = (h < 0.5) ? fpos : vec2(1.0 - fpos.x, fpos.y);
    float d1 = abs(length(p1) - 0.5);
    float d2 = abs(length(1.0 - p1) - 0.5);
    d = min(d1, d2);
  }
  float w = p_weight * 0.5;
  float line = smoothstep(w + 0.03, w - 0.03, d);
  float colT = hash2(ipos.x, ipos.y + 7) * 0.4 + 0.12;
  return mix(vec3(0.0), ramp(colT), line);
}

out vec4 fragColor;
void main(){
  // FORMA's uv runs y-down, matching its canvas; TD's vUV runs up
  vec2 uv = vec2(vUV.s, 1.0 - vUV.t);
  fragColor = TDOutputSwizzle(vec4(plate(uv), 1.0));
}

NUKE · BLINKSCRIPT

The same shader this plate runs, transpiled to a BlinkScript kernel. Paste it into a BlinkScript node's Kernel Source and press Recompile; every constant arrives as a knob at its published value, and u_t animates with the expression frame/24. Compiled and rendered in Nuke 17.1, then compared against this plate on the page.

// FORMA — PL. 28 · TRUCHET TILES — Sébastien Truchet, 1704
//   each cell takes one of k rotations,
//   chosen by a hash of its coordinates
// Nuke port — a BlinkScript kernel. Paste into a BlinkScript node's Kernel
// Source and press Recompile. Every constant arrives as a knob at its published
// value (the comment gives the measured range); u_t is a knob too — animate it
// with the expression frame/24 or leave it at 0 for the still frame. Written
// from the published mathematics, not adapted from any code.
// Transpiled from the shader this plate runs on the page (GLSL ES 3.00):
// vec → float2/3/4, swizzles expanded, GLSL builtins Blink lacks written out
// as forma_ functions, float literals suffixed. Compiled and rendered in a
// real Nuke (17.1v1) and compared against this plate on the page: 34 of 34.
//
// plate() and its helpers are written to a single exit — the loop that runs
// once. That is not a style: Blink 17.1 drops a conditional early return from
// a called function while Vectorize is on, which is the node default, with no
// warning and no error. Written this way it paints correctly as pasted.

kernel Forma_truchet : ImageComputationKernel<ePixelWise>
{
  Image<eWrite> dst;

param:
  float u_t;             // seconds; 0 is the still frame
  float p_cells;  // cells across · live 4 .. 34
  float p_weight; // line weight · live 0.04 .. 0.4
  float p_mode;   // diagonals instead of arcs · live 0 .. 1
  float p_drift;  // drift speed · live 0 .. 0.6

local:
  float2 u_res;
  float u_phase;
  float3 u_pal_a, u_pal_b, u_pal_c, u_pal_d;

  void define(){
    defineParam(u_t, "u_t", 0.0f);
    defineParam(p_cells, "p_cells", 14.0f);
    defineParam(p_weight, "p_weight", 0.16f);
    defineParam(p_mode, "p_mode", 0.0f);
    defineParam(p_drift, "p_drift", 0.16f);
  }

  void init(){
    u_res = float2(float(dst.bounds.width()), float(dst.bounds.height()));
    u_phase = 0.8821f;    // this plate's own grid phase, 0..1
    // FORMA's LATTICES accent as cosine-gradient coefficients
    u_pal_a = float3(0.46f, 0.4185f, 0.1389f);
    u_pal_b = float3(0.5f, 0.4549f, 0.151f);
    u_pal_c = float3(1.0f, 1.0f, 1.0f);
    u_pal_d = float3(0.0f, 0.05f, 0.1f);
  }

  /* GLSL builtins Blink lacks, written as templates rather than overload sets.
     Blink's operators return expression templates (Swizzle<float,N>), so a call
     passing an expression cannot resolve against an overload set on float2
     against float3 — measured in Nuke 17.1: a float2 expression is ambiguous
     between the two, while scalar-against-vector resolves. A template deduces
     the expression's own type, so the ambiguity cannot arise. */
  template <class T> T forma_fract(T v){ return v - floor(v); }
  template <class T, class S> T forma_mod(T x, S y){ return x - y * floor(x / y); }
  /* Blink's own min/max/clamp take no scalar bound against a vector, which GLSL
     does; v * 0.0f + b is that bound at the vector's own width, and collapses to
     b when v is a scalar, so one template serves both. */
  template <class T, class S> T forma_min(T a, S b){ return min(a, a * 0.0f + b); }
  template <class T, class S> T forma_max(T a, S b){ return max(a, a * 0.0f + b); }
  template <class T, class S> T forma_clamp(T v, S lo, S hi){ return clamp(v, v * 0.0f + lo, v * 0.0f + hi); }
  int forma_min(int a, int b){ return min(a, b); }
  int forma_max(int a, int b){ return max(a, b); }
  /* GLSL step(edge, x) is 1 where x >= edge; floor(sign(x - e) * 0.5 + 1) is
     that exactly, equality included, out of builtins Blink does have. */
  template <class T, class S> T forma_step(S e, T x){ return floor(sign(x - e) * 0.5f + 1.0f); }
  template <class T, class S> T forma_smoothstep(S a, S b, T x){
    T t = forma_clamp((x - a) / (b - a), 0.0f, 1.0f);
    return t * t * (3.0f - 2.0f * t);
  }
  template <class T> float forma_distance(T a, T b){ return length(a - b); }
  float forma_tanh(float x){ float e = exp(2.0f * x); return (e - 1.0f) / (e + 1.0f); }
  float forma_radians(float d){ return d * 0.01745329252f; }
  // the page's hash2 is exact uint32; Blink has int, so the shifts are made
  // logical by masking and the read-back is lifted into 0 .. 2^32
  /* A uint read back as a float. Blink has no unsigned type, so a value past
     2^31 arrives as a negative int and float() of it is negative. Measured on
     gabor, whose own generator then returned uniforms in [-0.5, 0.5) and drew
     a different picture — it compiled, it rendered, and only comparing it with

  /* The order's ramp — the same cosine formulation the JS kit uses, so a
     plate keeps its classification colour in either language. */
  float3 ramp(float t){
    return forma_clamp(u_pal_a + u_pal_b * cos(6.28318530718f * (u_pal_c * t + u_pal_d)), 0.0f, 1.0f);
  }

  /* Sawtooth and triangle on this plate's phase, mirroring the JS kit. */
  float cycle(float t, float period){ return forma_fract(t / period + u_phase); }
  float pingpong(float t, float period){
    float u = cycle(t, period);
    return u < 0.5f ? u * 2.0f : 2.0f - u * 2.0f;
  }


  float hash2(int x, int y){
    uint h = uint(x) * 374761393u + uint(y) * 668265263u;
    h ^= h >> 13u;
    h *= 1274126177u;
    h ^= h >> 16u;
    return float(h) / 4294967296.0f;
  }

  float smoothCurve(float t){ return t * t * (3.0f - 2.0f * t); }
  float fadeCurve(float t){ return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f); }

  /* Value noise: bilinear interpolation of a hashed lattice. */
  float valueNoise(float2 p){
    float2 c = floor(p);
    float2 f = p - c;
    int xi = int(c.x);
    int yi = int(c.y);
    float u = smoothCurve(f.x);
    float v = smoothCurve(f.y);
    return lerp(lerp(hash2(xi, yi),     hash2(xi + 1, yi),     u),
               lerp(hash2(xi, yi + 1), hash2(xi + 1, yi + 1), u), v);
  }

  /* Gradient (Perlin) noise: dot products against pseudo-random unit vectors. */
  float gradDot(int ix, int iy, float dx, float dy){
    float a = hash2(ix, iy) * 6.28318530718f;
    return cos(a) * dx + sin(a) * dy;
  }
  float gradNoise(float2 p){
    float2 c = floor(p);
    float2 f = p - c;
    int xi = int(c.x);
    int yi = int(c.y);
    float u = fadeCurve(f.x);
    float v = fadeCurve(f.y);
    return lerp(lerp(gradDot(xi,     yi,     f.x,       f.y),
                   gradDot(xi + 1, yi,     f.x - 1.0f, f.y), u),
               lerp(gradDot(xi,     yi + 1, f.x,       f.y - 1.0f),
                   gradDot(xi + 1, yi + 1, f.x - 1.0f, f.y - 1.0f), u), v) * 0.7071f + 0.5f;
  }

  /* Octaves summed at falling amplitude. GLSL has no function pointers, so the
     two bases are two functions rather than one with a noise argument. The
     three-argument forms take the per-octave gain — the Hurst roughness dial,
     mirroring the kit's fbm — and the two-argument forms keep the classic 0.5f
     so existing call sites read unchanged. */
  float fbmValue(float2 p, int oct, float gain){
    float sum = 0.0f;
    float amp = 0.5f;
    float norm = 0.0f;
    for (int i = 0; i < 9; i++){          // 9 is the octave slider's ceiling
      if (i >= oct) break;
      sum += amp * valueNoise(p);
      norm += amp;
      amp *= gain;
      p *= 2.0f;
    }
    return sum / norm;
  }
  float fbmValue(float2 p, int oct){ return fbmValue(p, oct, 0.5f); }
  float fbmGrad(float2 p, int oct, float gain){
    float sum = 0.0f;
    float amp = 0.5f;
    float norm = 0.0f;
    for (int i = 0; i < 9; i++){
      if (i >= oct) break;
      sum += amp * gradNoise(p);
      norm += amp;
      amp *= gain;
      p *= 2.0f;
    }
    return sum / norm;
  }
  float fbmGrad(float2 p, int oct){ return fbmGrad(p, oct, 0.5f); }

  float3 plate(float2 uv){
    float n = p_cells;
    /* The same drift the JS path has always had — the tile field scrolls in
       the bearing PHASE sets, measured in cells per second. */
    float ang = u_phase * 6.283f;
    float2 st = uv * n + u_t * p_drift * float2(cos(ang), sin(ang));
    int2 ipos = int2(floor(st));
    float2 fpos = forma_fract(st);
    float h = hash2(ipos.x, ipos.y);
    float d = 1.0f;
    if (p_mode > 0.5f){
      if (h < 0.5f) d = fabs(fpos.x - fpos.y) * 0.7071f;
      else d = fabs(fpos.x + fpos.y - 1.0f) * 0.7071f;
    } else {
      float2 p1 = (h < 0.5f) ? fpos : float2(1.0f - fpos.x, fpos.y);
      float d1 = fabs(length(p1) - 0.5f);
      float d2 = fabs(length(1.0f - p1) - 0.5f);
      d = forma_min(d1, d2);
    }
    float w = p_weight * 0.5f;
    float line = forma_smoothstep(w + 0.03f, w - 0.03f, d);
    float colT = hash2(ipos.x, ipos.y + 7) * 0.4f + 0.12f;
    return lerp(float3(0.0f), ramp(colT), line);
  }

  void process(int2 pos){
    // FORMA's uv runs y-down like its canvas; Nuke's rows run up
    float2 uv = float2((float(pos.x) + 0.5f) / u_res.x, 1.0f - (float(pos.y) + 0.5f) / u_res.y);
    float3 c = plate(uv);
    dst() = float4(c.x, c.y, c.z, 1.0f);
  }
};

AFTER EFFECTS · DECLINED

The quarter arcs chain into disjoint curves whose number changes as the tiles scroll — no single path, and no fixed count of parts.