←ALL OPERATORS
> generators

Greeble

generators/greeble·v1.5.1
IN:1  OUT:1

Greeble cuts every quad or triangle of the input again and again at random positions, then separates, insets and extrudes each final panel, producing the machine-like surface detail known as greebles. Every input attribute passes through to the panels, and Keep Source can keep the original surface under them to fill the gaps.

Iterations, Split Probability, Ratio Variance and Axis Randomness shape the cut pattern, while Separation, Inset and Height Min / Max with Height Bias shape the panels; Relative To Panel Size keeps the look consistent at any scale. With Do Falloff, a POPX falloff drives the cut depth, the height or both, for example to grow panels over a surface.

PAGEGreeble
IterationsIterationsMaximum number of cuts per face, giving up to 2 to the power of N panels.
Min IterationsMiniterNumber of levels that always cut before Split Probability applies.
Split ProbabilitySplitprobSets the probability that a panel is cut again at each level past Min Iterations. 1 cuts to full depth.
Min Panel SizeMinsizePanels whose shorter side is below this are not cut further. 0 means no limit.
Ratio VarianceRatiovarSets how far a cut can sit from the middle. 0 gives even halves.
Axis RandomnessAxisrandSets the chance to cut along the shorter side. Higher values give long strips.
Quadrangulate TrianglesQuadrangulateSplit each input triangle into 3 quads first, for rectilinear panels. When off, the panels are triangular.
SeedSeedNumerical value that initializes the randomization.
Relative To Panel SizeRelativeScale Separation, Inset and Height by the panel size. When off, they are in scene units.
SeparationSeparationSets the gap around every panel.
InsetInsetSets the inset of the top of each panel, which bevels the side walls.
Inset VarianceInsetvarSets the random per-panel variation of the Inset, plus or minus.
Keep SourceKeepsourceKeep the input surface under the panels, filling the gaps.
Height MinHeightminSets the lowest panel height. Negative values recess the panels.
Height MaxHeightmaxSets the tallest panel height.
Height BiasHeightbiasControls the height distribution. 1 is even, above 1 gives mostly low panels, below 1 mostly tall ones.
Extrude ProbabilityExtrudeprobSets the probability that a panel is extruded. The rest stay flat.
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute.
Falloff AttributeFalloffattrThe point attribute, 0 to 1, that weights the effect.
Max Number of Primitives per PointMaxprimsperpointUsed to allocate temporary storage, it should be set to the maximum number of primitives a point can be a part of in the input geometry.
AngleAngleFor vertex normals, the threshold angle between faces above which the shared edge vertices don't share normals.
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 - Geometry
Output 0 POP - Geometry