Deformers change the positions of vertices in a parent mesh, or in some cases, alter the topology of the mesh itself. Generally these nodes are used with the Shape 3D, 3D Object, or the Combine Geometry nodes, but any node which generates geometry is applicable.
Deformers use a stacking order to define the order in which they are processed; top to bottom, then left to right. This makes it easy to stack multiple kinds of deformers together into much more complex effects.
Deforms a mesh based on overlapping sine waves
Deforms a mesh by transforming unconnected pieces with effectors.
Colours a mesh based on an input image.
Colours a mesh based on an input Colour Ramp.
Modifies a mesh by cutting away areas.
Deforms a mesh based on a curl noise function.
Deforms a mesh using noise.
Displaces the vertices of a mesh based on an image.
Deforms a mesh based on a distortion function.
Extrudes each face of a mesh individually.
Deforms a mesh based on input face tracking data.
Deforms a mesh using the waveform from an input audio source.
Modifies a mesh by generating fertilizer values to erode and grow its appearance.
Modifies a Mesh by dictating at which point in the deformer chain the UVs should be generated.
Generates a weightmap based on various properties.
Deform a mesh based on an MDD file.
Generates a mirror cut through a mesh.
Provides controls for Blend Shapes / Morph Targets from the connected mesh.
Deforms a mesh based on a simple ocean wave sim.
Deforms a mesh by allowing Particle Affectors to apply to the mesh bones.
Deforms a mesh by allowing Particle Affectors to apply to the mesh vertices.
Deforms a mesh based on its position and a set transform direction.
Deforms a Mesh by using input points as a transform source.
Deforms a mesh by snapping the positions for each vertex a set grid.
Displaces a mesh using a ripple effect.
This node disconnects the faces of a mesh from each other.
Deforms a mesh based on a sine wave.
Cuts slices into a mesh.
Deforms a mesh by iteratively smoothing the vertices.
Deform a mesh along the path of a spline.
Deform a mesh by applying a taper deformation.
Deform a mesh using a turbulence function.
This node twists a mesh so that one section is warped relative to another side.