Overview

Displace existing UVW tag vertices.
Transformations are controlled with Fields falloff.

Implemented as Modifier only.
Supports Restriction tag.

Object properties

Frame Dependent

Time update geometry update dependency.

Auto

Default option to work with. In most cases geometry rebuilds on frame update.

Local

Enforces to rebuild geometry at each frame update.

Global

Restrict to rebuild geometry only in case of frame update.

Source UV

Source UVW Tag.

Target UV

Target UVW Tag.

As Source

Enable separate Target UVW tag.

Strength

Displacing strength.

Constant

Constant displacing strength.

Value

Fields-based sampled value displacing strength.

Color Chnl

Fields-based sampled color displacing strength.

Color Channel

Because strength is 1-dimensional and color is 3-dimensional it's good for performance reasons to map strength to one specific color channel.

Gray

Map strength to average gray-shaded color. Average performance.

Red, Green, Blue

Map strength to respected color channel. Good performance.

Scale -∞..+∞ %

Displace strength scale.

Direction

Displace direction.

Weight

Displace direction is calculated based on Fields sampled weight difference.
UV slides from neighbor points with higher value weight to points with lower value weight.
So if neighbor points has no weight difference — no displacing would occur.

Direction

Displace direction is calculated based on Fields sampled 3D direction projected onto the surface.
So if sampled direction and point Normal are co-directed — no displacing would occur.

Color Chnl

Similar to Weight this mode calculates displace direction based on Fields sampled color difference.
UV slides from neighbor points with higher value to points with lower value.
So if neighbor points has no value difference — no displacing would occur.

Color Pair

Displace direction is calculated based on Fields sampled color mapped to 2D offset.
Color pair defines UV offset.

Color Channel

Because value is 1-dimensional and color is 3-dimensional it's good for performance reasons to map value to one specific color channel.

Gray

Map value to average gray-shaded color. Average performance.

Red, Green, Blue

Map value to respected color channel. Good performance.

Color Channels

Because UV offset is 2-dimensional and color is 3-dimensional it's required to define which color channel responsive to U-offset and which to V-offset.
Technically UV coordinates are defined as 2-dimensional vector, like [0..1], [0..1] where first component is relative position on the texture along its width, and second component is relative position along texture height.
Technically Color is defined as 3-dimensional RGB vector, like [0..1], [0..1], [0..1], where each component responsible for one color from full black to full Red, Green or Blue correspondingly.

Absolute

Absolute disabled — UV offset calculated relative to current UV coordinate of the point.
Absolute enabled — UV coordinates are fully replaced by color pair values.

Fallback to last know Direction

If enabled — at each frame UV offsets are stored in memory.
And once at the new frame direction can't be calculated, for ex. because points has exact same value and delta can't be calculated, last know direction would be used.

Squarify Offset

If disabled — euclidean offsets are applied. So 100% offset wouldn't fully move out texture from the canvas.
If enabled — squared euclidean offsets are applied. So 100% offset would fully move out texture from the canvas.

Solver

Solver mode brings cumulative offset effect. Calculation are becomes frame-dependent and it becomes important to play animation frame-by-frame.

Once achieving suitable result it would be good to cache geometry as alembic file, to be able to play proper animation back and forth.

Enable

Enabled solver mode.

Speed -∞..+∞ %

Offset speed used for calculations.

100% of speed gives 100% offset for one second.
For example it would took 30 frames to complete full UV offset at 30 fps project settings.

Fields

Fields

Fields falloff to control UV Deformer's deformation control.