Houdini 21.0 Nodes Geometry nodes

Labs Dirt Skirt 1.0 geometry node

Creates a geometry “skirt” where an object intersects a ground surface. The skirt is intended to serve as a soft blend region when imported into a game engine.

This node generates a blended transition layer between an object and the ground.

It offsets geometry outward along both the object and ground surfaces, applies optional noise for breakup, and relaxes the result to form a smooth, usable blend region.

The output can include vertex colors to drive material blending, alpha fading, or procedural masks in a game engine.

Parameters

Object Skirt

Distance

Distance the skirt extends along the object surface.

Noise Frequency

Frequency of the noise applied to the object portion of the skirt. Higher values produce higher-frequency detail.

Noise Intensity

Strength of the noise applied to the object portion of the skirt.

Ground Skirt

Distance

Distance the skirt extends across the ground surface.

Noise Frequency

Frequency of the noise applied to the ground portion of the skirt. Higher values produce tighter noise variation.

Noise Intensity

Strength of the noise applied to the ground portion of the skirt.

Tweak Parameters

Relaxation Iterations

Number of relaxation iterations applied to the inner surface of the skirt. Higher values produce more even topology and a softer blend.

Ground Offset

Vertical offset applied to the starting position of the ground skirt.

Rotate X

Rotation around X that shifts the skirt higher in the +Z or −Z direction.

Rotate Z

Rotation around Z that shifts the skirt higher in the +X or −X direction.

Add Vertex Color

Adds vertex attribute Cd as a gradient along the edges of the dirt skirt. This gradient can be used as an alpha fade or as a blending mask between object and ground materials in a game engine.

Clean Up

Target Polycount

Target number of polygons for the generated skirt.

Delete Small Area Threshold

Area threshold used to identify and delete small triangles.

Z Offset

Offset distance applied along point normals to prevent intersection with the object or ground geometry.

Keep Ground Mesh

Includes the ground mesh in the output geometry.

Keep Object Mesh

Includes the object mesh in the output geometry.

Geometry nodes