Houdini 22.0 Nodes Copernicus nodes

Distort with Adjacency Copernicus node

Distorts a layer over texture seams using adjacency.

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Since 22.0

This node distorts an incoming layer. Use this node when you want to distort pixels over a geometry’s texture seams. Configure the Direction parameter to distort the layer in a fixed world space direction, or wire in a dir input to trace through vectors of a UV layer.

Note

Adjacency workflows output the best results when the texture of the target matches that of the rasterized adjacency maps.

Wire a layer that you want to distort into the source input, and then wire an adjacency cable from a Geometry to Adjacency COP into the adjacency input. The node distorts the pixels of the source layer over the texture seams of the adjacency geometry.

Use this node instead of the Distort COP when you want to distort over texture seams. The Distort COP creates similar results as this node, but without adjacency support.

See Adjacency for information about how to use this node.

Parameters

Signature

The layer type that the source accepts.

See Signatures for more information.

Border

The sampling behavior outside of the incoming layer’s boundaries. Automatically uses the layer’s border property.

See Border types for more information.

Mask

The amount of the new value to mix in with the original value. Higher values mix in more of the new value. Lower values mix in less of the new value. A value of 1 means this node uses only the new value.

The default value is 1. See Mask for more information.

Direction

The world space direction in which you want to distort. This parameter doesn’t apply when you wire in a dir input, which instead distorts the layer in a texture space direction.

Scale

The strength of distortion. Negative values follow the directions backwards when tracing.

This parameter distorts along the Direction parameter’s values. When you wire in a dir input, this parameter then distorts in that texture space direction.

Scale by Timestep

Adjusts the distortion’s overall strength by the current timestep. The timestep is usually 1/$FPS, but in a sub-stepped simulation it represents the current step size.

Streak

The method used to combine the pixel values along the direction of distortion.

Off

Don’t smear the image.

Blur

Average the samples together. This smears the image along the distortion direction.

Min

Accept the smallest value encountered along the trajectory. This is useful when eroding an input shape.

Max

Accept the largest value encountered along the trajectory. This is useful when adding edge roughness on an input shape.

Use Streak Weight Ramp

When Streak is Blur, Min, or Max , weight the samples encountered along the path. Use Streak Weight to weaken the values over the trajectory.

Streak Weight

When Use Streak Weight Ramp is on, this ramp acts as a multiplier on the pixel values when streaking. The left side of the ramp corresponds to the start of the trajectory.

For example, when the Streak is Blur, the default linear ramp fades the pixels over their path. This makes the pixels more faint near the start.

For more information about using ramps, see Ramp parameters.

Pixels per Step

Controls the tracing quality to increase the accuracy of tracing curved trajectories. Higher values let the node take larger steps, which runs faster, but can miss intermediate variations in the distortion directions and texture island transitions.

When off, the node takes a single step for each pixel to determine the source location. This is fast, but causes inconsistencies at texture seams and inaccuracies when the direction or scale vary.

Maximum Steps

Clamps the number of steps taken when Pixels per Step is on. You can raise this parameter (and lower Pixels per Step) if the distortion doesn’t faithfully follow the directions. This can be especially noticeable when Streak is turned on.

Inputs

source

The original layer to distort.

dir

An optional texture space direction along which to distort.

Tip

Use the Space Transform with Adjacency COP to convert world space vectors into UV space.

mask

An optional per-pixel mask amount that’s scaled by the Mask parameter.

adjacency

The adjacency cable that the Geometry to Adjacency COP outputs.

Outputs

distort

The layer distorted over texture seams.

See also

Copernicus nodes