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This node takes geometry as input and deforms it by a supplied texture. User can choose different deform option to control the shape.

Node nameParentsClassificationMFn typeCompatible function sets
textureDeformerweightGeometryFilterdeformerkTextureDeformerkBase
kNamedObject
kDependencyNode
kGeometryFilt
kTextureDeformer

Related nodes

texture, deformer, sculpt, lattice, cluster, jointCluster, nonLinear, blendShape, skinCluster, boneLattice, wrap, wire, ffd, jointFfd, jointLattice, flexorShape, deformFunc, deformSquash, deformTwist, deformBend, deformWave, deformFlare, deformSine, baseLattice, clusterHandle

Attributes (19)

direction, handleMatrix, handleVisibility, offset, pointSpace, strength, texture, textureB, textureG, textureR, vectorOffset, vectorOffsetX, vectorOffsetY, vectorOffsetZ, vectorSpace, vectorStrength, vectorStrengthX, vectorStrengthY, vectorStrengthZ

Long name (short name)TypeDefaultFlags
direction (d) enum1outputinputconnectablestorable
Determine how to choose the vector as the direction of translation of each vertex. "Normal" normal vector of each vertex. "Handler" "UP" vector(axis y) of the handler. "Vector" Uses RGB value as the direction vector(R=X, G=Y, B=Z).
handleMatrix (hm) matrixidentityoutputinputconnectablestorable
Get the world matrix of handle. The UP vector of matrix affects the vertices' translation. The transformation affect texture sampling.
handleVisibility (v) booltrueoutputinputconnectablestorablekeyable
Determine if handle is hidden
offset (o) distance (double)0.0cmoutputinputconnectablestorablekeyable
Offset value of color but not affected by strength. For example, pretend that color is 1.0 and strength is 2.0. If offset is -0.5, the final result will become 1.0 * 2.0 - 0.5 = 1.5
pointSpace (ps) enum2outputinputconnectablestorable
Determine how to map point space to color space "World" use world position of vertices. "Local" use local position of vertices. "UV" use UV coordinate
strength (s) distance (double)1.0cmoutputinputconnectablestorablekeyable
How strong the geometry can be deformed. If the value is more than 0.0, the deformation will be scaled. If the value is negative, the vertices will be translated still but with an opposite direction.
texture (t) float30.0, 0.0, 0.0outputinputconnectablestorable
Texture is the input color value of the deformer.
textureR (tr) float0.0outputinputconnectablestorable
Texture color red value
textureG (tg) float0.0outputinputconnectablestorable
Texture color green value
textureB (tb) float0.0outputinputconnectablestorable
Texture color blue value
vectorOffset (vo) double30.0, 0.0, 0.0outputinputconnectablestorable
Vector-based deforming is using RGB value to deform the object. Due to the fact that the color vector(the direction of deforming) of each sample point is different, 1-dimension variable, such as "aStrength" and aOffset" is hard to control the deforming well. Therefore, texture deformer uses "aVectorStrength" and "aVectorOffset" to handle strength and offset on "vector" mode. This value is offset value of color when the direction mode is "vector". It is similar to the attribute "aOffset", but it can control XYZ by independent three values. It only works on "vector" mode. But the values can be saved when user uses another direction mode.
vectorOffsetX (vox) distance (double)0.0cmoutputinputconnectablestorablekeyable
X value of vector offset
vectorOffsetY (voy) distance (double)0.0cmoutputinputconnectablestorablekeyable
Y value of vector offset
vectorOffsetZ (voz) distance (double)0.0cmoutputinputconnectablestorablekeyable
Z value of vector offset
vectorSpace (vsp) enum0outputinputconnectablestorable
Determine in which space color is used on vector mode. This attribute works only when "Vector" mode is on. "Object" use local space to apply color "World" use world space to apply color "Tangent" use tangent space to apply color
vectorStrength (vs) double31.0, 1.0, 1.0outputinputconnectablestorable
Vector-based deforming is using RGB value to deform the object. Due to the fact that the color vector(the direction of deforming) of each sample point is different, 1-dimension variable, such as "aStrength" and aOffset" is hard to control the deforming well. Therefore, texture deformer uses "aVectorStrength" and "aVectorOffset" to handle strength and offset on "vector" mode. This value indicate how strong the geometry can be deformed when the direction mode is "vector". It is similar to "aStrength", but it can control XYZ by independent three values. It only works on "vector" mode. But the values can be saved when user uses another direction mode.
vectorStrengthX (vsx) distance (double)1.0cmoutputinputconnectablestorablekeyable
X value of vector strength
vectorStrengthY (vsy) distance (double)1.0cmoutputinputconnectablestorablekeyable
Y value of vector strength
vectorStrengthZ (vsz) distance (double)1.0cmoutputinputconnectablestorablekeyable
Z value of vector strength