Houdini 21.0 Nodes Geometry nodes

Skin Deform geometry node

Performs quasi-static deformation of skin geometry based on muscle and bone inputs.

Since 21.0

This node deforms skin geometry using the influence of underlying animated muscles and bones.

Parameters

Reference Frame

The frame to use as the undeformed rest state of the skin geometry.

Use Mask

Turn on to use a custom mask attribute to modulate the deformation effect across the geometry.

Mask Attribute

Name of the float attribute to control the strength of the deformation per point when Use Mask is on.

Muscle Blur

Blur Muscles

When on, softens the influence of individual muscles on the skin to reduce sharp transitions or artifacts caused by isolated muscle effects.

Skin Blur Iterations

Number of iterations to blend or diffuse the muscle influence across the skin surface. Higher values create smoother transitions between regions affected by different muscles.

Muscle Blur Mask

Mask Attribute

Name of the float attribute to locally control the amount of muscle influence blurring.

Blur Muscle Transitions

Automatically generates a blur mask in areas where different muscle regions meet, helping smooth influence blending across transition zones.

Blur by Skin-Muscle Angle

When on, masks the muscle influence blur based on the angle between skin and muscle normals. Useful for emphasizing coupling where the skin deviates more from underlying muscles.

Angle

Angular threshold for skin/muscle normal deviation above which blurring occurs.

Softness

Controls the softness of the transition around the angular threshold. Higher softness results in smoother blending of the resulting mask.

Blur by Muscle Distance

When on, blurs based on proximity to muscles. Skin regions more distant from muscles blurs more.

Distance

Minimum distance from muscles surfaces to determine which blur is applied.

Distance Softness

Smooth falloff value controlling how gradually the muscle influence blur is applied based on distance.

Mask Blur Iterations

Number of smoothing iterations applied to the final influence blur mask itself. Reduces hard edges and artifacts in the blur mask.

Skin Sliding

Skin Sliding

Missing description.

Tension

Missing description.

Low Resolution Relaxation

Multi Resolution Relaxation

When on, a multi-resolution pre-pass to accelerate sliding convergence and improve stability.

Blur Iterations

Number of blur iterations applied to the skin before low-resolution relaxation.

Resolution Percentage

Percentage of the original point count to use in the low-resolution pass. Lower values improve speed of convergence and require fewer iterations, but may reduce fidelity.

Relax Iterations

Number of relaxation iterations applied to the low-resolution version of the skin.

Slide Iterations

Number of tangential sliding iterations on the low-resolution mesh. More iterations may be needed to properly preserve the shape of highly curved areas.

Full Resolution Relaxation

Relax Iterations

When on, number of relaxation iterations applied to the full-resolution skin mesh after the low-resolution pass.

Slide Iterations

Number of skin sliding iterations at full resolution. More iterations may be needed to properly preserve the shape of highly curved areas.

See also

Geometry nodes