Houdini 20.0 Nodes Geometry nodes

Fractal geometry node

Creates jagged mountain-like divisions of the input geometry.

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This node will create random-looking deviations and sub-divisions along either a specified normal vector (the Direction xyz fields) or the vertex normals of the input geometry. This is great for the creation of terrains and landscapes.

This node works on polygons or meshes.

Using Fractal

  1. Select the primitives to deform.

  2. Click the Fractal tool on the Deform tab.


A directional and scaling handle is available at the geometry level of this node. You can also modify the direction and scale in the parameter editor.



Subset of geometry to apply the fractal effect to.


Number of subdivisions of the Source geometry.


Inversely scales the deviations per division.


Scales amplitude of deviations.


Seeds the random number generator.

Fixed Boundary

Prevents boundary edges from being fractalized.

Use Point Normals

Sets direction of fractalization to direction of source normals.

Normal Attribute

What attribute to use for the normal. If it is N, then it will be computed if missing and removed after. If it is N, then N will be recomputed after fractaling. If it isn’t N, it must exist as a point attribute.


Direction of the fractalization.


FractalGeoTypes Example for Fractal geometry node

This example demonstrates using the Fractal SOP to deform geometry to get a random, jagged subdivision surface. This is a useful tool in creating things such as bumpy terrains, landscapes, rocks, or debris.

The Fractal SOP is applied to each geometry type to show how the displacement changes based on the geometry type.

See also

Geometry nodes