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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 XThe objects position along the local x-axis.
Position YThe objects position along the local y-axis.
Position ZThe objects position along the local z-axis.
Rotation HeadingThe objects rotation around the local y-axis.
Rotation PitchThe objects rotation around the local x-axis.
Rotation BankThe objects rotation around the local z-axis.
Scale XThe objects scale along the local x-axis.
Scale YThe objects scale along the local y-axis.
Scale ZThe objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
PositionToggle inheritance of the Position from the parent.
RotationToggle inheritance of the Rotation from the parent.
ScaleToggle inheritance of the Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Blend AmountGlobal override for how much the deformer affects the mesh.
ModeControl 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.
Apply ModeChoose 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.
Primitive ScaleHow much the deformer scales the point and line geometry.
Num OctavesNumber of iterations use to generated the noise. Only functions with Mode set to Fbm.
Noise ScaleScale the size of the generated fractal noise. Only functions with Mode set to Fbm.
LacunarityHow large the gaps between larger areas of noise are. Only functions with Mode set to Fbm.
GainThe overall smoothness of the generated fractal noise. Only functions with Mode set to Fbm.
SeedChanges the seed used for randomly scaling the primitives. Only functions with Mode set to Random.
Ripple SpeedSpeed at which the ripple moves outward from the ripple origin. Only functions with Mode set to Ripple.
Ripple Peak SharpnessHow sharp the peaks of the ripple motion are. Only functions with Mode set to Ripple.
Ripple ScaleScales the microripples within the dominant ripple motion. Only functions with Mode set to Ripple.
Ripple Repeat RateHow quickly the next ripple animation follows the previous ripple. Only functions with Mode set to Ripple.
Animation SpeedSpeed the deformer is animated at.
Update Time ModeHow 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
Use FalloffEnable falloff from the position of the deformer.
Falloff ShapeSelect which shape to use to draw falloff from.
  • Sphere : How quickly the falloff drops to 0 at the outer falloff.
  • Cylinder - X : Falloff is drawn radially outward from a line along the x axis, forming a cylindrical falloff.
  • Cylinder - Y : Falloff is drawn radially outward from a line along the y axis, forming a cylindrical falloff.
  • Cylinder - Z : Falloff is drawn radially outward from a line along the z axis, forming a cylindrical falloff.
  • Plane - X : Falloff is drawn outward from a plane formed on the YZ axis.
  • Plane - Y : Falloff is drawn outward from a plane formed on the XZ axis.
  • Plane - Z : Falloff is drawn outward from a plane formed on the XY axis.
Falloff RangeLimits the range the deformer is effective at.
Falloff Inner RangeThe inner range from which the falloff is calculated from.
Falloff Curve PowerHow quickly the falloff drops to 0 at the outer falloff.
Invert FalloffInvert the direction of the falloff.
Falloff CurveVisualises the falloff curve, from being completely in effect to no longer effective.

Inputs

NameDescriptionTypical Input
Falloff NodeTBCTBC
Generated WeightmapTBCTBC
Transform ModifiersTBCTBC
Target NodeTBCTBC
Local Transform OverrideTBCTBC
Position XTBCTBC
Position YTBCTBC
Position ZTBCTBC
Rotation HeadingTBCTBC
Rotation PitchTBCTBC
Rotation BankTBCTBC
Scale XTBCTBC
Scale YTBCTBC
Scale ZTBCTBC
Get World Position XTBCTBC
Get World Position YTBCTBC
Get World Position ZTBCTBC
Blend AmountTBCTBC
Animation SpeedTBCTBC
Inner RangeTBCTBC
Outer RangeTBCTBC
Falloff Curve PowerTBCTBC
Primitive ScaleTBCTBC
Noise ScaleTBCTBC
LacunarityTBCTBC
SeedTBCTBC
TBCTBC
Ripple SpeedTBCTBC
Ripple Peak SharpnessTBCTBC
Ripple ScaleTBCTBC
Ripple Repeat RateTBCTBC