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vScriptValDisplaceValues

Offsets points by a hashed noise value, limited to a spherical falloff region.

IntermediateMograph / ScriptValScriptValArrayJSON
vScriptValDisplaceValues node

vScriptValDisplaceValues takes an array of XYZ points and adds a noise offset to each. Amplitude sets the size, Noise Scale the noise frequency, and the falloff sphere limits where the offset applies.

Parameters​

ParameterTypeDefaultDescription
Noise ScaleFloat0Multiplies the point position before the noise lookup. Slider -1 to 1, default 0.
Noise RateFloat0.001Length of the modulo applied to each coordinate in the noise lookup. Slider 0 to 1, default 0.001. Values below about 0.005 give the same noise for every point.
Animation SpeedFloat0Added to the noise lookup as this value times the render time. Slider 0 to 5, default 0.
AmplitudeFloat0Size of the displacement. Slider -1 to 1, default 0.
FallOff Sphere XFloat0X of the falloff sphere center. Slider -1 to 1, default 0.
+6 more parameters
ParameterTypeDefaultDescription
FallOff Sphere YFloat0Y of the falloff sphere center. Slider -1 to 1, default 0.
FallOff Sphere ZFloat0Z of the falloff sphere center. Slider -1 to 1, default 0.
FallOff RadiusFloat0Radius of the falloff sphere. Minimum 0, slider 0 to 1, default 0.
FallOff TightnessFloat0.1Exponent in the falloff formula. Slider 0.01 to 1, default 0.1.
Invert falloffInteger0.0Uses 1 minus the falloff when on. Default off.
InputDATATYPE—Data to process.
Read the full description

Each point moves by noise * Amplitude * falloff on X, Y and Z. The noise is a hash of the point position times Noise Scale plus Animation Speed times the render time, with each coordinate wrapped by a modulo of Noise Rate. Its value lies between 0 and 1, so a positive Amplitude moves points toward positive values.

At the default Noise Rate of 0.001 the wrapped coordinates stay so small that every point gets the same noise value (about 0.72). Larger rates give variation between points. Amplitude and Noise Scale default to 0, so nothing moves until they are set.

The falloff is max(0, 1 - (distance / radius) ^ tightness), measured from the FallOff Sphere position. Invert falloff uses 1 minus that value. All three families displace X, Y and Z.

Example Connections​

vScriptValPointsOnGrid.Output -> vScriptValDisplaceValues.ArrayA
vScriptValDisplaceValues.Output -> vScriptValCameraProjection.ArrayA
vScriptValCameraProjection.Output -> vScriptValShapeRender.ArrayPoint
Background.Output -> vScriptValShapeRender.Input