POPX

Orient Mesh

v1.3.0
Tools

Summary

Orient Mesh computes orientation frames on input geometry with additional features for creating complex surface flows. This operator is essential for preparing meshes before using them with the Move Along Mesh operator, as it defines the up vector (visualized in yellow) that determines the direction of motion across the surface.

For easy "swirling" movement over a mesh, try setting the Compute Method to "N and Up" and enable "Cross Up Vector". This will "wrap" the yellow up vector along the surface of the mesh, creating natural flowing motion paths. You can optionally add curl noise to get more swirly behavior, or enable blurring to soften rough patches and create smoother orientation transitions across the surface.

The operator offers multiple compute methods including polygon-based computation, normal and up vector calculations, and quaternion-based orientation. Combined with optional curl noise and blur stages, Orient Mesh provides complete control over surface orientation frames for advanced motion graphics workflows.

Parameters

GroupGroup
If there are input groups, specifying a group name in this field will cause this POPX to act only upon the group specified.
Visualize Up VectorVisualizeupvector
When enabled, displays the up vector as yellow lines for debugging orientation frames.
Length ScaleLengthscale
Controls the length of the visualized up vector lines.
ColorColor
Color of the visualized up vector lines.
Compute MethodComputemethod
Method for computing orientation frames on the mesh.
Compute From PolygonspolyN and UpnupUse Orientorient
Compute NormalsComputenormals
Computes surface normals when using N and Up method.
Auto UpAutoup
Automatically computes up vector when using N and Up method.
Up VectorUpvector
Manual up vector direction when Auto Up is disabled.
StyleStyle
Style for polygon-based orientation computation.
First EdgefirstTwo EdgestwoPrimitive CentroidprimTexture UVuvTexture UV GradientuvgradAttribute Gradientattgrad
Attribute NameAttributename
Attribute to use for UV or gradient-based orientation styles.
Make Frame OrthogonalMakeortho
Ensures the orientation frame vectors are perfectly orthogonal.
Invert NInvertn
Inverts the normal vector direction.
Invert UpInvertup
Inverts the up vector direction.
Cross Up VectorCrossupvector
Wraps the up vector along the surface for swirling motion effects.
Output TangentOutputtangent
Outputs tangent vector attribute in addition to normal and up vectors.
Enable Curl NoiseEnablecurlnoise
Applies curl noise to orientation vectors for organic swirling effects.
Blend with OriginalBlendwithoriginal
Blends curl noise with original orientation from 0 (full noise) to 1 (original).
TypeType
Noise algorithm type (Perlin, Simplex, etc.).
Perlin 2D (GPU)perlin2dPerlin 3D (GPU)perlin3dPerlin 4D (GPU)perlin4dSimplex 2D (GPU)simplex2dSimplex 3D (GPU)simplex3dSimplex 4D (GPU)simplex4d
SeedSeed
Numerical value that initializes the randomization.
PeriodPeriod
Period (scale) of the noise field.
HarmonicsHarmon
The number of higher frequency components to layer on top of the base frequency. 0 harmonics give the base shape.
Harmonic SpreadSpread
The factor by which the frequency of a harmonic increases relative to the previous harmonic.
Harmonic GainGain
Amplitude of the Harmonics layered on top of the base frequency.
AmplitudeAmp
The noise values amplitude (a scale on the values output).
ExponentExp
Sets the exponent. The internal value is raised by the power of the exponent.
Transform OrderXord
Sets the overall transform order for the transformations.
Scale Rotate TranslatesrtScale Translate RotatestrRotate Scale TranslaterstRotate Translate ScalertsTranslate Scale RotatetsrTranslate Rotate Scaletrs
Rotate OrderRord
Sets the order of the rotations within the overall transform order.
Rx Ry RzxyzRx Rz RyxzyRy Rx RzyxzRy Rz RxyzxRz Rx RyzxyRz Ry Rxzyx
TranslateT
Translate the points through the noise space.
TranslateTxTranslateTyTranslateTz
RotateR
Rotate the points around the corresponding X, Y and Z axes. Angles are given in degrees.
RotateRxRotateRyRotateRz
ScaleS
These three fields scale the Source geometry in the three axes.
ScaleSxScaleSyScaleSz
PivotP
The pivot point for the transform rotates and scales.
PivotPxPivotPyPivotPz
Translate 4DT4d
Translates the points through the 4th noise dimension.
Enable BlurEnableblur
Applies blur to orientation vectors to smooth rough transitions.
Influence TypeInfluencetype
Method for determining point influence during blur.
ConnectivityconnProximityprox
IterationsIterations
Number of blur passes to apply.
Kernal RadiusKernalradius
Search radius for proximity-based blur influence.
BypassBypass
Pass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumem
Free memory that has accumulated when output memory has grown and shrunk.

Inputs

Input 0POP
Input Mesh

Outputs

Output 0POP
POPX_out1