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.
Parameters ¶
Group
The group of feathers to be processed.
Group Type
The type of group used for the blending operation.
Iterations
The number of surface blend iterations to perform.
Blend
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.
Ramp
A ramp parameter to control the blending effect along the feather length.
Resolution ¶
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.
Relaxation ¶
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.
Inputs ¶
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.
Outputs ¶
Output 1
Groom Curves
Output 2
Skin Geometry
Output 3
Skin VDB and Texture Primitives