Houdini 21.0 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.

Parameters

Group

The group of feathers to be processed.

Iterations

The number of surface blend iterations to perform.

Blend

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

Skin Amount

Controls how much the base of each feather adjusts to the skin surface.

Ramp

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

Resolution

Show Guide Geometry

Shows the internal mesh geometry as a guide. This is useful while tweaking resolution & meshing parameters.

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.

Reduce Barb Segments

Reduce the number of barb segments in narrow areas of each feather.

Reduce Amount

Overall amount of barb segment reduction.

Reduce Bias

Within the range of widths along the length of the feather, this biases towards more reduction for higher values or less reduction for lower values.

Remesh

Remesh internal feather surface before surface blending is performed. This can clean up topology and fix artifacts on problematic feather geometry.

Iterations

Number of remesh iterations to perform.

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.

Delta Mush Iterations

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

Geometry nodes