Method #
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.
Colour And Material
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.
This node assigns a material to selected polygons of the parent mesh.
Points
These nodes create and edit Point geometry.
This node merges the vertices of the parent mesh by proximity.
This node converts the parent mesh into points.
This node scales the faces of a parent mesh.
This node separates the vertices of the parent mesh.
Splines And Lines
These nodes create and modify Spline or Line geometry.
This node generates lines connecting the parent mesh to a destination mesh.
This node creates multiple duplicates of the parent spline.
This node converts the parent mesh into lines or splines.
This node reduces the number of anchors in a parent spline.
Deform a mesh along the path of a spline.
This node deforms the parent mesh along an input spline.
This node extends a parent mesh with a cut plane and a spline.
This node generates lines on the surface of the parent mesh.
This node turns the edges of the parent mesh into tubes connected by spheres.
Topology
These nodes create and modify Mesh Geometry.
This node rounds off sharp edges of the parent mesh.
Modifies a mesh by cutting away areas.
This node cuts the parent mesh along a plane.
This node deletes polygons within its range
This node extends a parent mesh with a cut plane and a direction to extend along.
Extrudes each face of a mesh individually.
This node applies a growing effect to the parent mesh.
This node flips the polygons of the parent mesh - so back faces become front faces and vice versa.
This node iteratively and randomly replaces selected polygons of the parent mesh with extruded shapes.
Generates a mirror cut through a mesh.
This node retopologises the parent mesh.
This node extrudes selected polygons of the parent mesh.
Cuts slices into a mesh.
This node subdivides the geometry of the parent mesh.
This node tessellates the geometry of the parent mesh.
TBC
This node disconnects the faces of a mesh from each other.
This node fractures the parent mesh into voronoi chunks.
UVs
These nodes modify the UVs of a mesh.
This node generates unique UVs for the parent mesh.
This node sets where the UVs should be generated within the deformer heirarchy.
Vertex
These nodes move the Vertices of connected geometry.
Deforms a mesh based on overlapping sine waves
This node bends the parent mesh.
Deforms a mesh by transforming unconnected pieces with effectors.
Deforms a mesh based on a curl noise function.
Displaces the vertices of a mesh based on an image.
Deforms a mesh based on a distortion function.
Deforms a mesh 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 a mesh using noise.
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.
Deforms a mesh based on a sine wave.
Deforms a mesh by iteratively smoothing the vertices.
Deforms a mesh using the waveform from an input audio source.
Deform a mesh by applying a taper deformation.
TBC
Deform a mesh using a turbulence function.
This node twists a mesh so that one section is warped relative to another side.
Weights
These nodes control where other deformers are effective.
This node generates a weightmap from attributes of the geometry.
This node blends weight maps together.
This node generates a weightmap from a 3D fractal noise.
This node generates a weightmaps from input sources.
This node adjusts the values in an existing weightmap.
This node converts a position to a weightmap.
This node generates a weightmap from concave areas in the mesh.
This node smoothes a weightmap.
Nodes
Allows deformers to be collected under a null
This node freezes the parent mesh at its current state in the deform stack.