Stamp

Stamp copies of any input by clicking and dragging in the viewport. Each drag places, scales and rotates one instance.

What it does

Stamp turns any input into a click-and-drag instancing brush. Each drag in the viewport places one instance, taking position, in-plane rotation and scale from that drag. The template re-flows through every stamp, so editing the source updates every placed instance.

Input kind decides what a stamp is. Analytic shapes, mesh, and points stamp as themselves. An image or a procedural colour source stamps as a flat card, one per drag. A Distance Field stamps by merging a transformed copy into the field itself, so the result stays a Distance Field and can be sculpted downstream.

When to use it

ParameterTypeDefault
sourceOneOf([Collection, FieldOf(Raster), FieldOf(Sdf)])
stampsString"[]"
construction_planeString"Camera"
plane_offsetNumber0
strengthNumber1

Gotchas

Nothing shows until you drag in the viewport. The transform list is authored entirely by clicking and dragging, with no manual field for it, and a node with no stamps yet passes the input straight through.

On a 2D comp layer, Construction Plane is ignored. Stamps draw in flat canvas space, and orbiting the camera has no effect there.

Construction Plane affects only stamps placed after it is changed. Each stamp remembers the plane and camera angle it was drawn on, so switching planes part-way never moves stamps already placed.

Not every input can be stamped yet. A scalar or vector field, for example a Noise node with colour output turned off, has no stamp behaviour defined and fails to cook. Use an image, a shape/mesh/points collection, a procedural colour source, or a Distance Field.

Worked example

  1. Add a Stamp and wire a shape, image, or points source into it.

  2. In the viewport, click and drag to place the first instance. Drag length and direction set its scale and rotation.

  3. Repeat to place further instances; each drag adds one.

  4. On a 3D layer, orbit the camera before dragging to place a stamp that faces the new view, or change Construction Plane to XY/XZ/YZ to draw on a fixed plane instead.

  5. Edit the wired-in source. Every placed instance updates to match.

See also

Iterator · Scatter · Spawn · Geometry (meshes)