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Point Deformer

Point Deformer

Updated: 3 Feb 2025

Deforms geometry by using input points as a transform source
Example .dfx

Method #

This node is used to deform vertices using points from a particle system or the vertices of another 3D object. The closest points to each vertex are determined and a falloff calculated using the distance to those points, then displacement and colour modifications are applied to the vertex.

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
Blend Amount Global override for how much the deformer affects the mesh.
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.
Transform Space Choose which transform space the deformer uses for deformation. Does not affect falloffs.
  • Local : Deformations are calculated in the Local Space of the object, so transformations of the parent mesh will not affect the deformation.
  • World : Deformations are calculated in the World Space of the scene, so transformations of the parent mesh will apply the deformer differently depending on the mesh position.
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.
Displacement Amount How much the deformer displaces the original mesh.
Point Displacement Mode The method by which the points are used to displace the vertices.
  • Displace : Move points along vertex normal.
  • Affect : Attract the vertexes to the point position.
  • Repel : Repel the vertexes to the point position.
Point Colour Mode How the points are used to colour the mesh vertex colours.
  • Point Colour : Vertexes are coloured based on the point colours.
  • Distance : Use the colour from the Colour property.
Point Falloff Distance The outer radius for each point where the deformer will no longer be effective.
Point Falloff Power The sharpness of the falloff from each point.
Point Normal Direction Weight Weights the effect of each point on the vertex by how much the mesh vertex normals points towards it. This allows points behind vertices to be ignored.
Colour Blend Amount The amount the new colour is applied to the vertex colours.
Colour The colour to apply to the mesh. Only functions with Distance enabled in the Point Colour Mode.

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.
Invert Invert the direction of the falloff.

Inputs

NameDescriptionTypical Input
Point SourcePoint source from which to deform the Mesh.Particle Root
Mask ImageUse an image to mask out areas for the deformer to not function.Video Loader
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

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