Houdini 21.0 Nodes Geometry nodes

Labs Edge Damage 2.1 geometry node

Adds procedural damage along hard edges to create worn, eroded, or aged-looking geometry.

This node generates edge wear by analyzing curvature, cusp angles, and surface direction. It is useful for adding variation and realism to models by breaking up sharp edges, eroding features, or building up material along corners.

The tool includes controls for curvature shaping, voxel-based processing, noise modulation, and displacement refinement.

Parameters

Method

The method used to compute edge damage.

Visualize Damage

Visualizes the damage using vertex attribute Cd.

Seed

Global seed controlling the variation of the edge damage.

Mask Attribute

Specifies the point attribute or primitive attribute used as a mask to limit damage.

Damage Controls

Amount

Amount of damage applied to hard edges.

Resolution

Resolution scale used before generating damage.

Advanced

Process Input

Performs mesh cleanup before generating damage.

Direction

Direction of the damage. Positive values build up material; negative values erode the geometry.

Mask Strength

Intensity of the input mask used to art-direct the damage.

Cusp Angle

Cusp angle applied to the generated normals in damaged regions.

Samples

Curvature sampling intensity.

Relax

Relaxes the geometry using noise-based smoothing.

Curvature Tolerance

Tolerance applied when evaluating curvature values.

Contrast

Contrast applied to the curvature.

Brightness

Brightness applied to the curvature.

Ramp

Ramp used to remap the curvature values.

Voxelization

Voxelize

Enables voxelization of the input geometry.

Voxel Size

Voxel size. Lower values produce higher-quality results

Smoothing Iterations

Number of smoothing iterations applied to the voxel volume before converting it back to geometry.

Advanced

Per Piece

Voxelizes each connected piece independently.

Create Piece Attribute

Creates a primitive attribute defining piece membership based on connectivity.

Piece Attribute

The attribute used to determine piece membership when voxelizing per piece.

Union

Applies a boolean union to the input geometry before voxelization.

Displace

Displacement

Displaces geometry using curvature.

Amount

Amount of displacement applied to the geometry.

Advanced

Blur

Blurs the edges of the damage to soften transitions.

Blurring Range

Radius around the displaced edges used for blurring.

Sharpen

Blends between a sharpened version of the geometry and the default output.

Sharpening Iterations

Number of sharpening iterations.

Noise

Noise

Adds noise to the curvature values.

Center Noise

Centers the noise values around zero.

Height

Noise intensity.

Element Size

Size of the noise elements.

Noise Type

Specifies the noise algorithm.

Roughness

Noise roughness.

Post Processing

Post Blur

Blurs the edge damage result.

Normal

Cusp angle for the exported normals.

Extract Largest Piece

Extracts the largest connected piece of geometry and outputs only that piece.

Geometry nodes