Houdini 20.0 Nodes Geometry nodes

Feather Surface Blend geometry node

Makes feather follow the curvature of a polygon mesh.

The Feather Surface Blend operator is used to make feathers follow the curvature of a polygon mesh. It deforms the feather geometry based on the surface geometry to achieve a more natural and realistic look.



The group of feathers to be processed.

Group Type

The type of group used for the blending operation.


The number of surface blend iterations to perform.


The amount of blending between the original feather shape and the deformed shape.

Tangent Scale

The scale factor for the tangent direction when blending the feather shape.


A ramp parameter to control the blending effect along the feather length.


Resample Shaft

Resample base of the feather, the section from the root to the first barb pair.

Shaft Base Segments

The number of feather base segments.

Shaft Barb Segments

The number of shaft segments on the part of the feather that has barbs. This changes the barb count.

Resample Barbs

Change the barb segment count. Note that this is uniform across an entire geometry.

Barb Segments

The number of segments per barb.


Relax Shape

Relax the feather shape, returning it to the input shape. This is done after each surface blend iteration.

Relax Iterations

Number of relax iterations.


Input 1

Groom Curves

Input 2

Skin Geometry

Input 3

Skin VDB and Texture Primitives

Input 4

Target Surface: The geometry to fit feathers to.


Output 1

Groom Curves

Output 2

Skin Geometry

Output 3

Skin VDB and Texture Primitives

Geometry nodes