Houdini 20.0 Nodes Geometry nodes

Feather Noise geometry node

Adds noise to the barbs of a feather. The noise amount can be controlled separately along each axis (along normal, tangent, or bitangent).

The Feather Noise operator is used to add noise to the barbs of a feather. It introduces variations in the barb positions, allowing for a more natural and organic look. The noise amount can be controlled independently along the normal, tangent, and bitangent axes. Frequency along the shaft and barbs can be controlled independently.

Parameters

Amplitude

An overall multiplier on the amplitude of the generated noise.

Amplitude Normal

The amplitude of the noise along the normal axis of the barbs.

Amplitude Tangent

The amplitude of the noise along the tangent axis of the barbs.

Amplitude Bitangent

The amplitude of the noise along the bitangent axis of the barbs.

Shaft Offset

An offset applied to the shaft noise dimension.

Falloff

The falloff of the noise effect along the length of the barbs.

Shaft Frequency

The frequency of the noise along the shaft dimension.

Barb Frequency

The frequency of the noise along the barb dimension.

Skin UV Attribute

The name of the skin UV attribute. This is used when overriding parameters with textures or texture primitives.

Feather UV Attribute

The name of the feather UV attribute set (usually uv, uv_barbl, uv_barbr). This is used when overriding parameters with textures or texture primitives.

Inputs

Input 1

Groom Curves

Input 2

Skin Geometry

Input 3

Skin VDB and Texture Primitives

Outputs

Output 1

Groom Curves

Output 2

Skin Geometry

Output 3

Skin VDB and Texture Primitives

Geometry nodes