Method

This node is used to deform vertices using points from a particle system or the vertices of another 3D object. The closest points to each vertex are determined and a falloff calculated using the distance to those points, then displacement and colour modifications are applied to the vertex.

Example
Example Bin Example Project

Transform

Name Description
Position X Move its position along the x-axis in local space.
Position Y Move its position along the y-axis in local space.
Position Z Move its position along the z-axis in local space.
Rotation Heading Rotate the object about the x-axis.
Rotation Pitch Rotate the object about the y-axis.
Rotation Bank Rotate the object about the z-axis.
Scale X Scale along the x-axis.
Scale Y Scale along the y-axis.
Scale Z Scale along the z-axis.

Inherit Transform Channels

Toggle which transform channels should be inherited. By default, all are on.

Attributes

Name Description
Blend Amount How much the deformer affects the mesh.
Subdivision Order Toggle whether the deformer is added before or after the object is subdivided.
Subdivision Level The subdivision level at which the deformer is applied.
Weightmap Use a weight map to determine where the deformer is more or less effective.
Vertex Source Mode How vertexes are selected to be used by the deformer.
  • Vertex Positions, Vertexes are chosen based on their positions in the scene.
  • Chunks, Vertexes are chosen based on the enclosed section of the mesh they are used.
Deformer Transform Space Select which transform space should be used to calculate the deformations.
  • Local, Deformations are calculated in the Local Space of the object.
  • World, Deformations are calculated in the World Space of the scene.
Update Time Mode How the deformer updates with relation to the time code.
  • Locked To Timecode, The deformer deformations are locked to the time code and the same time will always yield the same deformations.
  • Running / Looping, The deformer deformations are disconnected from the time code and will loop seamlessly at the end of the layer.
Displacement Amount How much the deformer displaces the original mesh.
Point Displacement Mode The method by which the points are used to displace the vertices.
  • Displace, Move points along vertex normal.
  • Affect, Attract the vertexes to the point position.
  • Repel, Repel the vertexes to the point position.
Point Colour Mode The method by which the points are used to colour the vertices.
  • Point Colour, Vertexes are coloured based on the point colours.
  • Distance, Vertexes are coloured based on their distance from the point.
Point Falloff Distance The radius around each point in which the point affects vertices.
Point Falloff Power The sharpness of the falloff around each point.
Point Normal Direction Weight Weights the effect of the point on the vertex by how much the vertex normal points towards it. This allows points behind vertices to be ignored.
Colour Blend Amount The amount the colour effect is applied to the vertex.
Colour The colour to apply to the mesh.

Falloff

Name Description
Falloff Enabled Enable falloff from the position of the deformer.
Falloff Shape Select which shape to use to draw falloff from.
  • Sphere, Falloff is drawn outward from a central point, forming a spherical falloff.
  • Cylinder – X/Y/Z, Falloff is drawn outward from a line, forming a cylindrical falloff.
  • Plane – X/Y/Z, Falloff is drawn outward from a plane.
Falloff Range Limits the range the deformer is effective at.
Falloff Inner Range The inner range from which the falloff is calculated from.
Falloff Curve Power How quickly the falloff drops to 0 at the outer falloff.
Invert Falloff Invert the direction of the falloff.
Falloff Curve Visualises the falloff curve, from being completely in effective to not at all.

Inputs

Name Description Typical Node Input
Point Source Point source from which to deform the Mesh. Particle Root
Mask Image Use an image to mask out areas for the deformer to not function. Video Loader
Falloff Node Use an input object to control the transformation values of the falloff. Null
Generated Weightmap Add a weightmap to control the strength of the deformer depending on the weightmaps vertex data. Generate Weightmap Deformer
Transform Modifier Links all transform properties to the input node. Null
Target Node Always faces the x-axis towards the inputs anchor point. Null
Local Transform Override Override the transformation values of the node, relative to its parent. Null

Outputs

There are no outputs from this node.