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Orient Mesh

tools/orient-mesh·v1.3.0
IN:1  OUT:1

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.

PAGEOrient Mesh
GroupGroupIf there are input groups, specifying a group name in this field will cause this POPX to act only upon the group specified.
Visualize Up VectorVisualizeupvectorWhen enabled, displays the up vector as yellow lines for debugging orientation frames.
Length ScaleLengthscaleControls the length of the visualized up vector lines.
ColorColorColor of the visualized up vector lines.
Compute NormalsComputenormalsComputes surface normals when using N and Up method.
Auto UpAutoupAutomatically computes up vector when using N and Up method.
Up VectorUpvectorManual up vector direction when Auto Up is disabled.
Attribute NameAttributenameAttribute to use for UV or gradient-based orientation styles.
Make Frame OrthogonalMakeorthoEnsures the orientation frame vectors are perfectly orthogonal.
Invert NInvertnInverts the normal vector direction.
Invert UpInvertupInverts the up vector direction.
Cross Up VectorCrossupvectorWraps the up vector along the surface for swirling motion effects.
Output TangentOutputtangentOutputs tangent vector attribute in addition to normal and up vectors.
PAGECurl Noise
Enable Curl NoiseEnablecurlnoiseApplies curl noise to orientation vectors for organic swirling effects.
Blend with OriginalBlendwithoriginalBlends curl noise with original orientation from 0 (full noise) to 1 (original).
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 BlurEnableblurApplies blur to orientation vectors to smooth rough transitions.
IterationsIterationsNumber of blur passes to apply.
Kernal RadiusKernalradiusSearch radius for proximity-based blur influence.
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_out1