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Utility

Utility nodes remap the values depending upon the node’s algorithm.


Curve

Remap Value to custom curve.

Fast Eval

Use a custom multi-threaded formula for evaluating the curve.

Curve

The visible result of the function used to remap input values.

Reload Curve

Blender doesn’t allow for creating or saving of UI curves. In order to get a node as we have in NodeScapes we create an RGB Curve shader node in a hidden node group. If this node group or the source node is deleted, the curve in the NodeScapes node will disappear and reveal this button. Clicking it will recreate everything it needs to in order to have the curve again. It will also recreate the curve if the curve node had been executed previously.

Understanding the Curve Node

Animated representation of the relationship between the x-axis (input values) and y-axis (output values)

Animated representation of the relationship between the x-axis (input values) and y-axis (output values)

The curve node is just a graph. It takes the values (heights) and passes them through the curve. The curve is just a visual representation of a mathematical formula or function or func (\(y=x\), \(y=2x\), \(y=2x^2\), etc.). So if we look at the example curve here we see that if we plug in an input value of 0.0 (\(y=func(0.0)\)) we will get an output value of 0.0 because where the x-axis equals 0.0 the y-axis also equals 0.0 on the curve (ex. 1 below). If we plug in 0.5 as the input value (\(y=func(0.5)\)) we get an output value of 1.0 because where the x-axis is 0.5 the curve is at 1.0 on the y-axis (ex. 2 below).

Input of 0.0, Output of 0.0 Input of 0.5, Output of 1.0
ex. 1 - input of 0.0, output of 0.0 ex. 2 - input of 0.5, output of 1.0

Examples

Using a gradient node we can visualize the curve in the geometry.

Bell Curve

Node Layout Result
Bell Curve Node Layout Bell Curve Resultant Geometry

Squiggle Curve

Node Layout Result
Squiggle Curve Node Layout Squiggle Curve Resultant Geometry

Noise with Curve

Base Geometry Node Layout Result
Noise without Curve Noise with Curve Node Layout Noise with Curve Resultant Geometry

Edge Fade

Fade Value to 0 as it gets closer to the edge of the falloff.

Split Radi

Split the radius up into X and Y in order to create an ellipse fade off cone

Fade Type

Linear: Fades out linearly ( each value is equally less than the one before)

  • Ease: Eases in and out
  • Ease More: Greater ease in and out
Fade Direction

X or Y

Coordinates

The coordinates you want to fade out

Angle

Rotate the fade direction

Offset (X, Y)

Moves center of Fade relative to the center of the object

Radius

Distance in Blender units to start fading

Falloff

Distance away from the Radius in Blender units to reach 0

Examples

Base

Node Layout Base Geometry without Edge Fade
Node Layout Base Geometry without Edge Fade

Fade Type

Linear Fade Ease Fade Ease More Fade
Linear Fade Ease Fade Ease More Fade

Fade Direction

Fade only in the X direction Fade only in the Y direction Fade in the X and Y direction
Node Layout for Fade only in the X direction Node Layout for Fade only in the Y direction Node Layout for Fade in the X and Y direction
Fade only in the X direction Fade only in the Y direction Fade in the X and Y direction

Radius/Falloff

Radius: 0.5 Radius: 0.5 + Falloff: 0.5
Radius: 0.5, Falloff: 0.0 Radius: 0.5, Falloff: 0.5

Offset

Base Offset: (0, 0) Base Offset: (0.5, 0.5)
Base Offset: (0, 0) Base Offset: (0.5, 0.5)

Split Radi

Split Radi: (0.4, 0.8)

Split Radi: (0.4, 0.8)

Angle

Rotated 45º

Rotated 45º


Gradient

Returns a gradient of selected type from 0-1.

Type

Linear: Create a gradient from 0 to 1 of the given axis (X or Y)

Direction:

  • X: Gradate along the X axis
  • Y: Gradate along the Y axis
Circular

Create a gradient from 0 to 1 in a circular shape with 1 being in the middle and 0 at the edge

Radius

  • X: Sets the circular radius in the X axis
  • Y: Sets the circular radius in the Y axis

Offset

  • X: Move the center of the gradient in the X axis
  • Y: Move the center of the gradient in the Y axis
Coordinates

Connect the output of the nodes you’d like to use for creating a mask here

Examples

Grid node to Gradient node to Mesh Output, Vertex Weights, and Vertex Colors

Example Node Layout

Linear

X Axis

Geometry Weights Linear
Geometry Weights Linear

Y Axis

Geometry Weights Linear
Geometry Weights Linear

Circular

Geometry

Radius 1x1, Offset 0x0 Radius 1x1, Offset 1x1 Radius 0.5x0.5, Offset 0x0 Radius 0.5x0.5, Offset 1x1

Weights

Radius 1x1, Offset 0x0 Radius 1x1, Offset 1x1 Radius 0.5x0.5, Offset 0x0 Radius 0.5x0.5, Offset 1x1

Vertex Colours

Radius 1x1, Offset 0x0 Radius 1x1, Offset 1x1 Radius 0.5x0.5, Offset 0x0 Radius 0.5x0.5, Offset 1x1

Interpolate

Change the size and density of the current changes

Interpolation Type

Nearest Neighbor

  • Align vertices to the closest vertex. More Info

Bilinear

  • Smooths from one vertex to the next in a straight line. More Info

Bicubic

  • Smooths from one vertex to the next in a smooth curve shape. More Info
New Size
New Density

Interpolation Types:

Wiki Image: Comparison of 1D and 2D Interpolation

Use:

Using the Hydraulic Erosion node with a lower resolution mesh can give more realistic results, such as more large erosion grooves. Using the Interpolate node afterwards can then provide greater detail for other nodes

Interpolation Example


Map Range

Linearly remap Value.

Value

Link values you’d like to affect here

Interpolation Type
  • Linear
  • Stepped Linear
  • Smooth Step
  • Smoother Step
From Min

All values less than and equal to this value will be remapped to To Min

From Max

All values greater than and equal to this value will be remapped to To Max

To Min

The smallest value you want to export

To Max

The largest value you want to export

Examples

Node Layout

From Min: 0, From Max: 1, To Min: 0, To Max: 1

From Min: 0, From Max: 1, To Min: -0.1, To Max: 0.1


Remap 0-1

Remaps all values to be between 0 and 1 without clamping.

Useful for making Vertex Color and Weight maps

Examples

Node Layout Base Geometry without Remap 0-1 Using remap 0-1

Smooth Step

Remaps Value to a given curve

Ease In

Ease in with the given curve

Ease Out

Ease out with the given curve

Easing Function

Sine

Ease using the sine formula.

Quadratic

Ease using a quadratic curve.

Cubic

Ease using a cubic curve.

Quartic

Ease using a quartic curve.

Quintic

Ease using a quintic curve.

Exponential

Ease using an exponential curve.

Circle

Ease using a circle curve.

Back

Ease using a back curve (pushes smallest and largest values up/down a bit respectively).

Elastic

Ease using an elastic curve (similar to Back but multiple times).

Bounce

Ease using a bounce curve (a curve one might use to animate a bouncing ball).

Example

Node Layout

Node Layout

Base Geometry without Smooth Step

Base Geometry without Smooth Step

Ease Function Ease In Ease In/Out Ease Out
Sine
Quadratic
Cubic
Quartic
Quintic
Exponential
Circle
Back
Elastic
Bounce

Camera Mask

Results in a map of values either '0' or '1'. '0' means the vertex is not visible by the selected camera. '1' means the vertex is visible by the selected camera. Useful for mixing or creating vertex groups for efficient particle placement

Camera

The camera to use for visibility

Coordinates

Connect the output of the nodes you’d like to use for creating a mask here

Padding

Expand the mask beyond the camera bounds.

Examples

Result

Example Node Layout

Geometry Result Weight Result Color Result
Result when Camera Mask node is linked to the Displacement input of the Mesh Output node. Result when Camera Mask node is linked to the Weights input of the Mesh Output node. Result when Camera Mask node is linked to the Colors input of the Mesh Output node.

Padding

Padding example gif

Padding Example using the layout from above

Update Example

When a Camera Mask node is selected in the NodeScapes node tree and its chosen camera is moved or its lens/render dimensions change the node will update with each change

Update Example using the layout from above


Normal Mask

Results in a map of values from 0-infinity relative to how close each vertices' normal is to the target normal and the threshold value

Clamp

Values higher than 1 and lower than 0 are ignored and set to either 1 or 0 respectively

Target Normal

This is the large sphere in the node
Click and drag to rotate the sphere in order to choose the normal value. Default value is a normal facing directly up, usually meaning a flat surface

Show Normal Sphere

Display the target normal as a sphere to easily rotate the normal
When off the target normal is displayed as 3 float values

Normal Picker

Click a place on the object to choose the normal in that area

Coordinates

Connect the output of the nodes you’d like to use for creating a mask here

Threshold

How lenient to be when including normal values close to the targeted normal

Falloff

How far from the target normal + threshold value to fade out the mask

Example

Example Node Layout

Example Geometry Result using the Normal Mask node

The following images are all using the above layout

Base Geometry Vertex Color Result Vertex Weight Result
Result Base Geometry Vertex Color Result Vertex Weight Result
Normal Mask Result as Geometry Geometry Result Vertex Color Result Vertex Weight Result

Slope Mask

Results in a map of values from 0-infinity relative to how close each vertices' slope is to the Target Slope and the Falloff

Pick Slope

Click a place on the object to choose the slope in that area

Coordinates

Connect the output of the nodes you’d like to use for creating a mask here

Target Slope

How great of a slope to include in the map
Slope is how steep the terrain is at each vertex
Effectively this is the Normal Mask but doesn't care about direction, only slope

Falloff

How lenient to be when including slope values close to the targeted slope

Example

Example Node Layout

Example Node Layout

The following images are all using the above layout

Base Geometry Vertex Color Result Vertex Weight Result
Result Base Geometry Vertex Color Result Vertex Weight Result
Slope Mask Result as Geometry Geometry Result Vertex Color Result Vertex Weight Result

Transform

Transform the mesh without affecting the object's transform data

Translate

Move the mesh

Rotate

Rotate the mesh

Scale

Scale the mesh


Vertex Edits

The 'Vertex Edits' node allows you to save manual edits to the geometry from Sculpt Mode or Edit Mode and keep adding and changing node settings.

Save From Edit Mode

Enter into Edit Mode to make changes. Only changes to the Z axis will be saved. The mesh will be reverted and changes not saved if an vertices or edges are added during this mode.

Save From Sculpt Mode

Enter into Sculpt Mode to make changes. Only changes to the Z axis will be saved. Do not turn on Dynamic Topology or else the mesh will be reverted and any changes unsaved.

Clear Vertex Edits

Clicking this button will clear the edits saved to this node

Saving Edits

Saving Edits

Saving Edits Example. Here a heart was drawn beforehand using sculpt mode

Changes are saved when clicking either of the Save from Mode buttons which enters into its respective mode for changes to happen. Once Object Mode has been re-entered the new coordinates are compared with the original coordinates and the difference is added to what was saved previously.

  • Each Vertex Edits node can save a new and completely different edit.
  • The mesh will be updated to the point the Vertex Edits node exists in the tree. So what is visible in Object Mode may change once Save from Mode has been clicked
  • Making changes to the Grid node may cause errors. To fix these errors go back to your original density and size OR clear the edits and do them again.