Deformers
Updated: 30 Oct 2024
Updated: 30 Oct 2024
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 3D Primitive, 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.
These nodes tint the Colours and set new Materials for meshes.
Colours a mesh based on an input image
Colours a mesh based on an input Colour Ramp
Assigns a material to polygons of the parent mesh
Apply physics simulations to the vertices of the parent mesh.
Add a cloth simulation to mesh geometry
Add a rope simulation to line geometry
These nodes create and edit Point geometry.
Merge vertices of the parent mesh by proximity
Convert the parent mesh into points
Scales the points and lines of a parent mesh
Spread out the vertices of the parent mesh
These nodes create and modify Spline or Line geometry.
Generates lines between the parent mesh to a destination mesh
Generate altered duplicates the parent spline
Convert the parent mesh into lines or splines
Reduce the number of anchors in a parent spline
Deform the parent mesh along an input spline
Cut and extend a parent mesh along a spline
Generates lines on the parent mesh.
Turns the edges of the parent mesh into tubes and spheres
These nodes create and modify Mesh Geometry.
Rounds off the edges of the parent mesh
Modifies a mesh by cutting away areas
Cuts the parent mesh along a plane
Delete polygons within its range
Disconnect the faces of a mesh from each other
Cut and extend a parent mesh
Extrudes each face of a mesh individually
Apply a growing effect to the parent mesh
Flip the polygons of the parent mesh
Iteratively subdivides and shifts polygons of the parent mesh
Generates a mirror cut through a mesh
Retopologises the parent mesh
Extrudes polygons of the parent mesh
Cuts slices into a mesh
Iteratively subdivides the polygons of the parent mesh
Iteratively tessellates the polygons of the parent mesh
Converts all faces in the parent mesh to triangular faces
Fracture the parent mesh into voronoi chunks
These nodes modify the UVs of a mesh.
Generates unique UVs for the parent mesh
Sets where the UVs should be generated within the deformer heirarchy
These nodes move the Vertices of connected geometry.
Deforms geometry based on overlapping sine waves
Bends geometry to follow a point
Deforms geometry by transforming unconnected pieces with cloning effectors
Deforms geometry based on a curl noise function
Displaces geometry based on an input image
Deforms geometry based on a distortion function
Deforms geometry based on input face tracking data
Deform a mesh based on an MDD file
Provides controls for Blend Shapes / Morph Targets from the connected mesh
Deforms geometry using noise
Deforms geometry based on a simple ocean wave simulation
Deforms geometry by allowing Particle Affectors to apply to the mesh bones
Deforms geometry by allowing Particle Affectors to apply to the mesh vertices
Deforms geometry based on its position and a set transform direction
Deforms geometry by using input points as a transform source
Deforms geometry by snapping the positions for each vertex a set grid
Displaces geometry using a ripple effect
Deforms geometry based on a sine wave
Deforms geometry by iteratively smoothing the vertices
Deforms geometry using the waveform from an input audio source
Deform geometry by applying a taper deformation
Transfer the deformations from one rigged mesh to another
Deform a mesh using a turbulence function
Twists geometry around a central axis
These nodes control where other deformers are effective.
Generates a weightmap from attributes of the parent geometry
Blends weight maps together
Generates a weightmap from a 3D fractal noise
Generates a weightmaps from input sources
Adjusts the values in an existing weightmap
Converts a position to a weightmap
Generates a weightmap from concave areas in the mesh
Iteratively smoothes an existing weightmap
Allows deformers to be collected under a null
Freeze the parent mesh at its current state