Houdini 20.0 Nodes VOP nodes

Furrows VOP node

Displaces the surface along the surface normal by an amount equal to the value of an anti-aliased cosine wave.

This operator displaces the surface along the surface normal by an amount equal to the value of an anti-aliased cosine wave.

Use this operator to simulate wavy displacements such as soft water waves, brow furrows and corrugated roofs.

To notice a displacement, you must connect a varying amount into the Parametric Coordinate (u) input. Good candidates include the global s and t variables, which are available from the Global Variables operator. For a more interesting result, use one of the outputs of the UV Noise operator instead.

The Frequency (freq) input multiplies the parametric (u) value to increase the number of oscillations. The Offset (offset) input is then added to the result of the multiplication to produce a shift in the waves.

The Blur (blur) input determines the filter width and controls the softness of the waves. The blur should not be set too low, or aliasing artifacts may occur.

For sharply connected furrows, enable the Absolute Wave Value toggle.

Typically, this operator will be used in a displacement shader, with both outputs piped into the corresponding inputs of the Output Variables operator. Alternatively, it can be appear in a surface shader, in which case the displaced normal would be normalized and then connected to the nN input of the Lighting Model operator.

The input normal (N) should be normalized if explicitly connected. If the surface normal is not specified, the global variable by the same name will be used instead.

Normals are automatically recomputed and set for output.

See also

VOP nodes