Houdini 20.0 Nodes Geometry nodes

Mountain geometry node

Displaces points along their normals based on fractal noise.

On this page

It is also possible to color points based on their displacement amount.

Note

This operator uses normal attributes on the input geometry. If a normal has 0 length, this operator will not displace the point along that normal.

Using Mountain

  1. Select the points you want to displace.

  2. Click the Mountain tool on the Deform tab.

You can edit the amount of displacement in the parameter editor.

Parameters

Point Group

The point group to which to apply displacement.

Number of Threads

Number of processors to use in computation.

Edit VEX Function

Invoke editor on VEX source code.

Re-load VEX Functions

Re-load the VEX function to pick up changes.

Fractal Depth

Number of iterations of fractal brownian motion noise.

Roughness

Fractal roughness.

Height

Displacement amount of the height.

Frequency

Noise frequency.

Offset

Noise offset.

Noise Type

Perlin Noise

Standard noise which performs a 3 dimensional hermite spline interpolation on a lattice of random values.

Sparse Convolution

Scatters points randomly through space and interpolates their values.

Alligator Noise

A variation of sparse convolution which gives higher frequency discontinuities.

Color Points

Whether to color points using a built-in ramp. Turning this option on colors points.

Color Offset

The offset into the color ramp, which is based on displacement amount.

Color Scale

The scale on the displacement amount when looking into the color ramp.

Geometry nodes