Displace Selection

The Displace Selection tool allows to procedurally and non-destructively displace the selected vertices along local coordinates generated around each point depending on the mesh normal and the direction of the edge. It also provides controls for correcting the displacement of endpoints and editing the UV coordinates of displaced vertices.

Inputs #

Apply Scale #

If true this corrects the input values depending on the object scale, and acts the same as applying the scale transformation of the object to its data.

Selection #

The vertex group selection to displace.

UV Map #

The mesh UV map used to compute the displacement in UV space and edit the UV coordinates if UV Displace Mode is set to Shrink.

UV Scale #

This set the scale correspondance between the UV Space and the object. The ratio of a distance in UV Space to its corresponding length in Object Space.

UV Displace Mode #

Selects whether to affect the UV coordinates when displacing the selected vertices or not.

From left to right: None, Shrink/Expand and Move. Move does not change the UV Coordinates and acts as moving the geometry while Shrink/Expands edits the UV Coordinates and acts as adding or removing geometry.

Compute Mode #

Whether to compute the displacement in the Object World Space or in UV Space. UV Space might be slower but more stable if the mesh is animated or if the mesh is curved around the selection.

Mode set to UV Space on the left and World Space on the right. Note how the UV Space displacement conforms the result to the shape of the mesh while the world space only moves everything depending on the edge direction shown in blue.

Endpoints Correction Method #

Select how to change the behavior of the endpoints of the selection. Nearest Edge Direction switches the binormal direction with the direction of the nearest edge which is not part of the selection. Edge curve sampling corrects the displacement of the endpoints along curves made from the mesh island boundary edges.

From left to right: None, Nearest Edge Direction and Edge Curve Sampling. Note how the direction in the first one is just perpendicular to the edge while the seconds corrects the angle for the edges and the third allows this correction to be propagated to the rest of the mesh, better conforming to the original mesh shape.

Normal Offset #

The distance to offset the selection along the surface normal.

Binormal Offset #

The distance to offset the selection in the binormal direction, pointing tangentially to the surface and outside of the mesh island.

Tangent Offset #

The distance to offset the selection along the tangent of the curve created by the selected vertices.

Blur Iterations #

Number of repetitions of mixing the displacement of the selection to the neighbor vertices.

Blur Weight #

Blur weight to propagate the displacement to the geometry near the selected vertices.

Curve Reverse Threshold #

Threshold used to edit the orientation of the curves made from the Selection in order to make them more consistant.

Outputs #

UV Map #

UV Map with edited coordinates for the displaced vertices depending on the UV Displace Mode that was chosen.

Displaced #

Boolean field set to true if the vertices where displaced by the tool after the blur operation.

Processed Islands #

Boolean field set to true if the mesh island was edited by this tool.

Updated on December 18, 2024