Use this modifier to add three-dimensional noise to spline primitives. For example, you can use Noise to generate small waves through grass or hair.
Lets you control how the modifier affects primitives in specified areas of the surface. For example, use Mask to load or an expressions or create a Ptex map that masks out the effect of the modifier.
Sets the frequency of the noise as cycles per-unit length of the primitive.
Sets the maximum distance that CVs can be displaced by the effect to the Noise modifier.
Lets you scale the magnitude of the Noise effect each point along the primitive.
Sets the amount that the effect of noise correlates between neighboring primitives.
Sets the percent (0 to 100) to blend the modified primitive length to original groomed primitive length.
Specifies what you want to do with the modifier effect generated in the scene.
Applies the modifier effect directly to the primitive. Use this option if you want to edit the effect further.
For xgmModifierNoise nodes, the modifier computations occur when the incoming data changes.
Saves the modified primitives to an XPD file, which can be read when previewing or rendering. Use this option if you do want to edit the effect.
For xgmModifierNoise nodes, the cv offsets are not recalculated but baked out as tweaks for better performance.
Specifies the directory in which you want to save the XPD file.
Click Bake Data to save the XPD file. See for Manage XGen files and directories for information about XPD files.
For xgmModifierNoise nodes, clicking Bake Noise Data saves the baked the CV offset data to the Maya scene file.