Houdini 20.0 Nodes Geometry nodes

Mountain 2.0 geometry node

Displaces points along their normals based on fractal noise.

This node type is deprecated. It is scheduled to be deleted in an upcoming revision of Houdini.

Use the Attribute Noise node instead.

(Since version 19.0.)

On this page
Since 16.0

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

Group

The point group to which to apply displacement.

Height

Displacement amount of the height.

Element Size

Distance between peaks of lowest frequency noise.

Scale

Allow for anistropic scaling of noise in the three principle axes.

Offset

World space offset for the noise function.

Pulse Length

The duration of extrema for the lowest frequency of time-based noise.

Time

The time to evaluate at. Use $T to make the noise time dependent.

Noise type

The type of noise to generate. Different algorithms give noise with different characteristics.

Sinusoid

Not actually noise. This simply outputs a sine wave instead of adding noise to the input signal. This may be useful for debugging with an output that spans the entire 0-1 range.

Perlin

A noise where the visual details are the same size. Wikipedia article

Periodic Perlin

A variant of Perlin noise with a repeating pattern. This can be useful for creating images, geometry, and motion that can be tiled and merged.

Simplex (Improved Perlin)

The default. A faster and more interesting variant of Perlin noise.

Sparse Convolution

Sparse Convolution noise is similar to Worley noise. Does not have artifacts at grid points.

Flow

A noise that’s stable over time, like a rotated Perlin noise, useful to create noise that seems to swirl and flow smoothly across time. Use the Flow rotation parameter below to control the rotation.

Periodic Flow

A variant of Flow noise with a repeating pattern. This can be useful for creating images, geometry, and motion that can be tiled and merged. Use the Flow rotation parameter below to control the rotation.

Worley (cellular) F1

Produces cellular features similar to plant cells, ocean waves, honeycombs, cratered landscapes, and so on. Wikipedia article

Worley (cellular) F2

A variant of Worley noise that produces blunted and cornered features.

Alligator

Produces a bumpy output. Named for its alleged resemblance to alligator skin.

Fractal Type

None

Does not add any additional noise on top of the basic noise.

Standard

Adds pseudo-random noise on top of the basic output.

Terrain

Adds noise like “Standard” but dampens the noise in the valleys, which can be useful for generating mountainous terrain.

Hybrid

Like terrain, but with more sharpness in the valleys.

Max octaves

The number of iterations of distortion to add to the output of the basic noise. The more iterations you add, the more “detailed” the output. Note that the output may have fewer octaves than this parameter (that is, increasing the parameter will eventually stop adding detail), because the node eventually stops when there’s no more room to add more detail in the output.

Lacunarity

The frequency increment between iterations of fractal noise added to the basic output. Note that you can use a negative value.

Roughness

The scale increment between iterations of fractal noise added to the basic output. The higher the value the larger the “jaggies” added to the output. You can use a negative value for roughness.

Flow Rotation

The rotation of the “swirl” when Noise type is “Flow”, from 0 to 1. Because this parameter is fractional, you can’t just use $F to animate it, since all integral values will look the same, representing a complete revolution.

Fold

“Flips” values below the median to be above the median, so all valleys become peaks. (Note it flips across the median, not 0.) If the median is 0, this is like taking the absolute value.

Complement

Outputs the numerical complement (1 - x) of the computed noise. Basically turns the output upside-down.

Gain

Increases or decreases the contrast from 0.5 in the output.

Bias

Moves the output down or up toward 0 or 1.

Clipping Minimum

The minimum value of the noise, measured in normalized 0..1 space.

Clipping Minimum

The maximum value of the noise, measured in normalized 0..1 space.

Lattice warp and gradient warp are two methods for adding “fractal-ness” to the basic noises by warping the noise space.

Enable Lattice Warp

Adds “stringiness” or “wiriness” to standard noise.

Accumulate Lattice Warp

When Lattice Warp is on, this accumulates the warp for each iteration (octave) of added fractal noise. When used in images, this can add interesting smudgy effects, and interesting landmarks when used for terrain.

Enable Gradient Warp

Widens the peaks or valleys of the noise output.

Accumulate Gradient Warp

When Gradient Warp is on, this accumulates the warp for each iteration (octave) of added fractal noise.

Recompute Normals

Recomputes normals, if they exist.

Geometry nodes