Texture Displace

https://user-images.githubusercontent.com/14288520/193805385-06b3f08e-e70f-45b3-ad19-fd1b0cf5c899.png

This node displaces a list of Vectors using a texture.

Inputs & Parameters

Parameters

Description

Direction

Displacement direction. Available modes:

  • Normal

  • X, Y, Z

  • Custom Axis

  • RGB to XYZ

  • HSV to XYZ

  • HLV to XYZ

Texture Coord.

Modes to match vertices and texture:

  • UV: Input a second set of verts to be the UV coordinates of the mesh.

  • Mesh Matrix: Matrix to multiply the verts to get their UV coord.

  • Texture Matrix: Matrix of external object to set where in global

    space is the origin location and rotation of texture.

Channel

Color channel to use as base of the displacement Offers:

  • Red

  • Green

  • Blue

  • Hue

  • Saturation

  • Value

  • Alpha

  • RGB Average

  • Luminosity

Only in Normal, X, Y, Z, Custom Axis.

Vertices

Vertices of the mesh to displace

Polygons

Polygons of the mesh to displace

Texture

Texture(s) to use as base

Scale Out

Vector to multiply the added vector

UV Coordinates

Second set of vertices to be the UV coordinates of the mesh

Mesh Matrix

Matrix to multiply the vertices to get their UV coordinates

Texture Matrix

Matrix of external object to set where in global space is the origin

location and rotation of texture

Middle Level

Texture Evaluation - Middle Level = displacement

Strength

Displacement multiplier

Examples

Basic example

https://user-images.githubusercontent.com/14288520/193816365-4fa5d5f3-ec0d-4158-ac79-202c3f08c6e1.png

Multiple textures can be used with the help of the Object ID selector:

https://user-images.githubusercontent.com/14288520/193823844-5a8de042-ed06-4217-bfdb-2891c5022279.png

When joining the texture list (to be [[texture, texture,…],[texture,…],…]) multiple textures can be used with a single mesh. (The node will match one texture per vertex)

https://user-images.githubusercontent.com/14288520/193836932-9fd9a05c-7810-4f20-bd98-24fb6cb4de2c.png

“Axis Scale out” with multiply the effect multiplying each displace vector component-wise

https://user-images.githubusercontent.com/14288520/193890604-03357422-b94e-4679-ab34-95914b470ec6.png

The Texture Matrix mode of “Texture Coordinates” will work as the Displace Modifier with the texture Coordinates set to Object

https://user-images.githubusercontent.com/14288520/193892042-a9010802-1f28-46e5-97c9-48a8b6138e98.png

The Mesh Matrix mode of “Texture Coordinates” will work as the Displace Modifier with the texture Coordinates set to Global in which the Matrix is treated as the mesh matrix

https://user-images.githubusercontent.com/14288520/193893063-866e3aac-60b0-4ec4-95f9-fd5e14ddb596.png

The “UV” mode of “Texture Coordinates” will work as the Displace Modifier with the texture Coordinates set to UV in which the new set of vertices is used as the UV Coordinates of the first mesh

https://user-images.githubusercontent.com/14288520/193893888-3b819d8a-2dad-4396-9c05-98d76134f63d.png

The node can use also “Image or Movie” textures

https://user-images.githubusercontent.com/14288520/193895318-2a1abba8-fa27-4cda-8901-8c69297012d1.png

One matrix per point can be passed if the matrix list is wrapped, note that the “Flat Output” checkbox of the matrix in is un-checked

https://user-images.githubusercontent.com/14288520/193901787-26d0aefe-e3c5-45a7-8df7-dee8ec8094da.png