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DLG

simulations/dlg·v1.5.1
IN:1  OUT:1

The DLG operator grows the line strips of its input, as closed loops or open lines, by pushing nearby vertices apart within Max Distance, smoothing the line toward itself and splitting edges that grow too long. The line folds and packs without crossing itself into brain coral and gyrus patterns, up to Max Number of Vertices, and comes out as line strips with a Growth attribute.

Growth Weight sets how hard each vertex pushes, Apply Noise swaps it for a noise field for uneven growth, and Growth by Curvature makes bends grow faster or slower. A mesh or field collider keeps the line outside, inside or on a surface, and the simulation runs as a feedback loop (Initialize, Start, Play) with a Target Feedback Loop POP for forces downstream.

PAGEDLG
Target Feedback Loop POPTargetpopA reference to a POP node downstream in the network whose data is retrieved one frame later.
Max Number of VerticesMaxvertsVertex limit at which growth stops.
Growth StrengthGrowthstrengthSets the strength of the per-frame repulsion between nearby vertices, which drives how fast the line spreads and grows.
Growth WeightGrowthweightSets the per-vertex growth weight, the Growth attribute. Higher values push harder, so the line grows faster there.
Growth by CurvatureGrowthbycurvatureScale each vertex's growth by the line's curvature there, so bends grow more (positive Curvature Influence) or less (negative).
Curvature InfluenceCurvatureinfluenceSets how strongly bends redistribute the growth. Positive values grow bends faster for branching fingers, negative values give rounder lobes.
Max DistanceMaxdistanceRadius of the repulsion, which sets the scale of the whole simulation.
Edge DistanceFilterdistSets the size of the smoothing kernel along the line.
Smooth EffectEffectDetermines the amount of smoothing applied, blending from the raw result at 0 to the smoothed result at 1.
InitializeInitializepulseInitializes the POP from its input and parameters.
StartStartpulseStart the simulation from the initialized state.
PlayPlayPause or play the feedback loop.
StepSteppulseAdvance the simulation by one frame while paused.
PAGENoise
Apply NoiseApplynoiseWhen on, the Growth weight is replaced with noise sampled per vertex.
SeedSeedNumerical value that initializes the randomization.
PeriodPeriodPeriod (scale) of the noise field.
HarmonicsHarmonThe number of higher frequency components to layer on top of the base frequency. 0 harmonics give the base shape.
Harmonic SpreadSpreadThe factor by which the frequency of a harmonic increases relative to the previous harmonic.
Harmonic GainGainAmplitude of the Harmonics layered on top of the base frequency.
AmplitudeAmpThe noise values amplitude (a scale on the values output).
ExponentExpSets the exponent. The internal value is raised by the power of the exponent.
OffsetOffsetAdds an offset to the resulting value.
AnimateAnimateSets the speed of the noise evolution over time. 0 keeps the noise static.
PAGECollisions
Collision POPCollisionpopThe collider, either a mesh POP or an SDF field volume.
SolidSolidWhen on, vertices inside the collider are pushed out. When off, the collider is hollow.
Keep InsideKeepinsideWhen on, the collider is hollow and every outside vertex is pulled back in. When off, only escaping vertices are caught.
ProjectProjectPlace every vertex on the collider surface instead of colliding.
Collision OffsetCollisionoffsetDistance the vertices keep from the collider surface.
Collision DampingCollisiondampingVelocity lost on contact. 0 bounces and 1 stops.
Uniform ScaleScaleSpecifies a uniform scale factor for the collider.
Display GeometryDisplaygeoEnable drawing the collider, as the mesh or the field's zero surface.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - LineStrip In
Output 0 POP - LineStrip Out