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Heightfield Project

fields/heightfield-project·v1.5.1
IN:2  OUT:1

Heightfield Project rasterizes the triangles of the geometry in its second input into the height field along the up axis, without ray tracing, so it runs the same on macOS and Windows. Where the geometry covers a sample, its highest or lowest surface plus Offset is combined with the layer; uncovered samples keep their value.

Combine with Existing defaults to Maximum, which stamps shapes onto the terrain, with Replace, Add, Multiply and Minimum also available. Edge Smoothing turns the step at the edge of the shape into a smooth ramp, and Coverage Layer writes where the geometry covers the field as a falloff for later operators.

PAGEProject
LayerLayerThe layer the projected surface is written to.
OffsetOffsetAdds an offset to the projected height, in world units.
Edge SmoothingEdgesmoothSoftens the edge of the projected shape over this many samples, turning the one-sample step into a smooth ramp. 0 keeps the hard edge.
Coverage LayerCoveragelayerWhen set, writes 1 where the geometry covers a sample and 0 elsewhere into this layer (a falloff).
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute.
Falloff AttributeFalloffattrThe point attribute, 0 to 1, that weights the effect.
Invert FalloffInvertfalloffUses one minus the falloff attribute.
Falloff StrengthFalloffstrengthScales the effect of the falloff attribute.
Border ValueBordervalueThe height read outside the height field when Border is Constant.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - Heightfield
Input 1 POP - Geometry to Project
Output 0 POP - Heightfield