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Orient Mesh

tools/orient-mesh·v1.5.1
IN:1  OUT:1

Orient Mesh writes N, Up and an Orient quaternion on every point of a mesh. Compute Method derives Up from the surrounding polygons (first edge, two edges, centroid, texture UV or an attribute gradient), from the normal with an automatic or fixed up vector, or from an existing Orient. The frame sets the direction of motion for Move Along Mesh and feeds the Instancer's mesh distribution.

For swirling motion over a surface, use N and Up with Cross Up Vector, which wraps Up around the surface. Curl noise disturbs the frame, blur smooths it over neighboring points by connectivity or proximity, and Visualize Up Vector draws a line per point to check the flow.

PAGEOrient Mesh
GroupGroupIf there are input groups, specifying a group name in this field will cause this POP to act only upon the group specified.
Visualize Up VectorVisualizeupvectorDraw the up vectors as lines. They are for display only.
Length ScaleLengthscaleSets the length of the guide lines.
Compute NormalsComputenormalsWhen on, the normals are recomputed in N and Up mode. When off, the input N is used.
Auto UpAutoupWhen on, Up is derived from the normal in N and Up mode. When off, Up Vector is used.
Attribute NameAttrnameThe UV or other attribute used by the UV and gradient styles. When empty, Tex is used.
Make Frame OrthogonalMakeorthoProject Up onto the tangent plane so the frame is orthogonal.
Invert NInvertnEnable flipping the N direction.
Invert UpInvertupFlip the up direction by 180 degrees.
Cross Up VectorCrossupvectorWhen on, Up becomes N cross Up, wrapping around the surface in swirls.
Output TangentOutputtangentWhether to also output a Tangent attribute.
PAGECurl Noise
Enable Curl NoiseEnablecurlnoiseBlend curl noise into the up vector.
BlendBlendBlends from the computed Up at 0 to the curl noise direction alone at 1.
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.
Translate 4DT4dTranslates the points through the 4th noise dimension.
PAGEBlur
Enable BlurEnableblurEnable averaging Up over neighboring points.
IterationsIterationsNumber of blur passes.
Max NeighborsMaxneighborsMaximum number of neighbors a point is blurred with.
Kernel RadiusKernelradiusSets the search radius of the proximity blur.
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 - Input Mesh
Output 0 POP - POPX Geometry