I tried to modifiy "max pattern liberty" but it doesn't help. I see a kind of square frame that crops the shape.
How can I modify the shape splatter the way it wouldn't crop while upscaling beyond standard 5 value?
If you are referring to the Scale parameter in the Size group, then this parameter is indeed hard clamped to 5.0 as a maximum value. You may tweak the scale of the input pattern before passing it to the Shape splatter node if you need a wider scale value range which could be achieved using the [0,5] scale multiplier range.
If I misunderstood the request, please include screenshots demonstrating the issue.
I know I could make cubes bigger by switching to 4/8 in X/Y amount but works with integer values not smooth and also re-shaffle things. What if I'd like to increase the size subtly with evrything staying as it is . Maybe scale to 6?. As you can see I can't make the input bigger alredy. Is there anything in the pixel processors inside that I could do to pass 5 limit without frame cropping ? Like I could do in older scatterer with fx maps?
Can you avoid that repeating square boundary by using shape splatter in a square then cropping the output? That would allow you to increase the scale of the Cube 3D node to make the blocks bigger without having that boundary.
Yeah, it's wat I always did befor but now it's not actually cubes but rather pretty complex rocks with it's own big graphs. They work slow as hell in square format . My guess it shuold be quicker with fewer pixels.
Besides I neeed to overcame this 5 limit in Atlas scatter where I have to do actuall scatter in twice bigger resolution due to terrible alpha/aliazing problems. There this 5 limit just doesn't allow to reach necessary scatter density on any non square texture.
I am alredy broke my head trying to figure out where this 5 limit is hard codded in pixel porcessors and how to lift it a bit. Up to a point I did my own scatter with 4 synched fx-map based : depth ,U,V and ID channels . But they turned even more slow than original Scatterers