Mountain
surface node
Displaces points along their normals based on fractal noise.
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.
Using Mountain
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Select the points you want to displace.
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Click the
Mountain tool on the Deform tab.
You can edit the amount of displacement in the parameter editor.
Parameters
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Point Group |
The point group to which to apply displacement. |
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Number of Threads |
Number of processors to use in computation. |
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Edit VEX Function |
Invoke editor on VEX source code. |
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Re-load VEX Functions |
Re-load the VEX function to pick up changes. |
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Fractal Depth |
Number of iterations of fractal brownian motion noise. |
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Roughness |
Fractal roughness. |
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Height |
Displacement amount of the height. |
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Frequency |
Noise frequency. |
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Offset |
Noise offset. |
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Noise Type |
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Color Points |
Whether to color points using a built-in ramp. Turning this option on colors points. |
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Color Offset |
The offset into the color ramp, which is based on displacement amount. |
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Color Scale |
The scale on the displacement amount when looking into the color ramp. |
Usages in other examples
| Example name | Example for | |
|---|---|---|
| Fire Pit example |
Material shader |
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| PointBasedRBD |
Dop Import surface node |
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| MountainSplash |
Attrib Transfer surface node |
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| CreepSlide |
Creep particle node |
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| RampReference | ||
| SimpleCopy |
Copy Objects dynamics node |
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| TwoColourFire |
Smoke Object dynamics node |
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| BlendSolverWithRBDGlue |
RBD Glue Object dynamics node |