Notch Notch Manual 1.0
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Sound Deformer

Sound Deformer

Deforms a mesh using the waveform from an input audio source.
Example .dfx

Method #

This node deforms a mesh using the waveform of an audio file or a live captured audio input. The waveform is processed using a set of parameters, allowing for greater control over how the sound is applied to the geometry.

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 XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale 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.
Subdivision OrderToggle whether the deformer is added before or after the object is subdivided.
  • Before Subdivision : The deformation is applied before any subdivision is added.
  • After Subdivision : The deformation is applied after subdivision, or inbetween if the subdivision level property is modified.
Subdivision LevelThe subdivision level at which the deformer is applied. Subdivision Order must be set to After Subdivision to Function.
WeightmapAdd a weight map to determine where the deformer is more or less effective.
Vertex Source ModeChoose whether the deformer applies to the individual vertices or the mesh chunks.
  • Vertex Positions : The mesh deformations are applied to the mesh vertices.
  • Chunks : The mesh deformations are applied to the separated mesh pieces.
Deformer Transform SpaceChoose 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.
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 loop seamlessly at the end of the layer.
SoundSound file used to drive the effect.
ChannelWhich audio channel is used.
Frequency BandSets the Band EQ to one of the given presets.
Band EQSelects and weights the frequency bands to be used from the sound file.
Time OffsetOffset the time the clones are modified from the time the waveform is at.
Change ThresholdChanges the threshold for what counts toward the effect.
AttackControls the initial time between the current values to the peak.
DecayControls the time between the peak to the sustain level.
Min ValueActs as a minimum threshold for extracting a range of values from the waveform.
Max ValueActs as a maximum threshold for extracting a range of values from the waveform.
Max ClampA maximum value which values will be clamped if they go above.
SpikinessAccentuates peaks in the waveform so they are sharper.
ScaleHow much the output values are scaled.
SmoothnessHow much smoothing is applied between differing values.
Mapping typeControl how the sound displacement is mapped onto the geometry.
  • Planar : The sound is mapped to the surface from the planar y axis.
  • Spherical : The sound is mapped to the surface using a spherical projection.
  • UV : The sound is mapped to the surfaces UVs, which are then sampled for the mesh deformation.
FFT Sample ScaleScale the size of the waveform as it is applied.
WaveformVisualises the waveform of of the sound.
Displacement AmountHow much the deformer displaces the original mesh.
Noise AmountThe amount of noise that is applied to the deformer.
Max DisplacementMaximum distance the deformer can displace the mesh.
Displacement DirectionChange the direction the deformer displaces the mesh.
  • Normal : The mesh will be displaced in the direction of the vertex normals.
  • Spherical : The mesh will be displaced in a spherical direction from the object’s origin.
  • Planar : All vertices are displaced in the same direction, along the planar z axis.

These properties control where the deformer affects the geometry.

ParameterDetails
Falloff EnabledEnable 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
SoundUse the waveform from a given Play Sound or Capture Sound node.Play Sound
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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