Displace operator

The Displace operator allows you to displace particle mesh vertices using a texture map.


  • Texmap/Noise: controls which displacement method will be used.

Texmap

In texmap mode, the strength of the displacement is dependent on values derived from a texmap. This mode is dependent on valid mesh UVWs.

  • Texmap: the texture map used to displace particle mesh vertices.

Noise

In noise mode, the strength of the displacement is dependent on values derived from a turbulent noise algorithm. This mode is UVW independent.

  • Strength: the strength of the noise.

  • Scale: the scale of the noise.

  • Roughness: the roughness of the noise.

  • Iterations: the number of iterations to use to calculate the noise.

Displace Amount

  • Strength: the strength of the displacement, in local particle units.

  • Offset: the offset amount to apply to texmap values.

Relative to property

The relative property multiplier will adjust displacement values based on the ratio between the value of a particle property and the specified threshold value.

  • Property type: the particle property to which the threshold value will be compared.

  • Threshold: the target value to which the selected property value of a particle will be compared.

  • Min multiplier: the minimum value of the resulting multiplier.

  • Max multiplier: the maximum value of the resulting multiplier.

  • Exponent: the exponent to which the ratio between the particle property and the selected property will be raised.


  • Displace open edges: controls whether vertices on open edges (edges that are not adjacent to two faces) will be displaced.

Displace Direction

  • Vertex/Face normals: vertices will be displaced along the specified mesh normals.

  • Particle Space X/Y/Z: vertices will be displaced along the X/Y/Z planes of the particle’s transform.

  • World Space X/Y/Z: vertices will be displaced along the X/Y/Z planes in world-space.

MatID filter

MatID filtering allows you to control which vertices in a shape mesh will be displaced.

  • Enable MatID Filter: controls whether material ID filtering will be enabled.

  • MatIDs: the material ID(s) that faces must have in order for their vertices to be displaced.

  • All adjacent faces must match: when enabled, every adjacent face to a vertex must have the matching material ID in order for the vertex to be displaced.

  • Some adjacent faces must match: when enabled, a vertex will be displaced if at least one of its adjacent faces has a matching material ID.

Border vertices
  • Displace parallel to unmatched faces: vertices on the border between a face with a matching material ID and a face without a matching material ID will be extruded in a direction parallel to the planar surface of the face without the matching ID.
Border influence
  • Reduce strength near border: when enabled, the strength of the displacement will be reduced, depending on how close a displaced vertex is to a border vertex (a vertex on a face whose material ID doesn’t match the material ID filter list.

  • Distance: vertices within this distance will not be affected.

  • Falloff: the effect on vertices beyond the base distance, but within this falloff distance, will diminish according to the inverse-square law.