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It is also possible to color points based on their displacement amount.
This operator uses normal attributes on the input geometry. If a normal has 0 length, this operator will not displace the point along that normal.
The point group to which to apply displacement.
Number of Threads
Number of processors to use in computation.
Edit VEX Function
Invoke editor on VEX source code.
Re-load VEX Functions
Re-load the VEX function to pick up changes.
Number of iterations of fractal brownian motion noise.
Displacement amount of the height.
Standard noise which performs a 3 dimensional hermite spline interpolation on a lattice of random values.
Scatters points randomly through space and interpolates their values.
A variation of sparse convolution which gives higher frequency discontinuities.
Whether to color points using a built-in ramp. Turning this option on colors points.
The offset into the color ramp, which is based on displacement amount.
The scale on the displacement amount when looking into the color ramp.