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Manual 1.0 Manual 0.9.23
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Scale Primitives

Scale Primitives

Updated: 5 Feb 2025

Scales the points and lines of a parent mesh
Example .dfx

Method #

This node is scales point and line geometry, using various methods. Point geometry can be generated using the Object To Points node while line geometry is most commonly generated by the Object To Lines/Splines node.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Apply Mode Choose whether the deformer applies to the individual vertices or the mesh chunks.
  • Vertices : The mesh deformations are applied to the mesh vertices.
  • Chunks : The mesh deformations are applied to the separated mesh pieces.
Blend Amount Global override for how much the deformer affects the mesh.
Mode Control the method used to scale the geometry.
  • Falloff : Geometry is scaled based based on a falloff radius. Even when in other modes, falloffs can still be used to modulate the effect.
  • Random : Geometry is scaled randomly, based on a random seed.
  • Fbm : Geometry is scaled using Fractal Noise, which can allow for multi-level noise.
  • Ripples : Geometry is scaled using a ripple simulation, outwards from this nodes current position.
Primitive Scale How much the deformer scales the point and line geometry.
Num Octaves Number of iterations use to generated the noise. Only functions with Mode set to Fbm.
Noise Scale Scale the size of the generated fractal noise. Only functions with Mode set to Fbm.
Lacunarity How large the gaps between larger areas of noise are. Only functions with Mode set to Fbm.
Gain The overall smoothness of the generated fractal noise. Only functions with Mode set to Fbm.
Seed Changes the seed used for randomly scaling the primitives. Only functions with Mode set to Random.
Ripple Speed Speed at which the ripple moves outward from the ripple origin. Only functions with Mode set to Ripple.
Ripple Peak Sharpness How sharp the peaks of the ripple motion are. Only functions with Mode set to Ripple.
Ripple Scale Scales the microripples within the dominant ripple motion. Only functions with Mode set to Ripple.
Ripple Repeat Rate How quickly the next ripple animation follows the previous ripple. Only functions with Mode set to Ripple.
Animation Speed Speed the deformer is animated at.
Time Mode How the deformer updates with relation to the timecode.
  • Locked To Timecode : The deformer deformations are locked to the timecode and the same time will always yield the same deformations.
  • Running / Looping : The deformer deformations are disconnected from the timecode and will run seamlessly at the end of the composition.

These properties control where the deformer affects the geometry.

ParameterDetails
Enabled Enable falloff from the position of the deformer.
Shape Select which shape to use to draw falloff from.
  • Sphere : Falloff is drawn outward from a central point, forming a spherical falloff.
  • Cylinder : Falloff is drawn outward from a line, forming a cylindrical falloff.
  • Plane : Falloff is drawn outward from a plane.
Shape Orientation Along which axis the shape should be drawn.
Outer Range The outer range from which the falloff is calculated from.
Inner Range The inner range from which the falloff is calculated from.
Curve Power How quickly the falloff drops to 0 at the outer falloff.

Inputs

NameDescriptionTypical Input
Falloff NodeUse an input node to control the transformation values of the falloff.Null
Generated WeightmapAdd a weightmap to vary the strength of the deformer across the surface.Generate Weightmap
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null