DisplaceD is a deformer which driven by a 2D/3D Texture Nodes.
You can deform every geometrys with your own painted Textures, or simply procedual textures.
Please use it with your own risk.
|Compiled for 64bit Windows and Mac. Maya2010 supported.|
|Compiled for 64bit Linux.|
|New Attribute "ColorAs RGB" added.|
|Compiled For Maya8.|
2.How to use１．Put .mll into plug-in folder, .mel into script folder.
２．Load .mll from plug-in manager.
３．select objects you want to assign to.
Then, from the main manu, Deform->create displaceD
If you can't find it in the menu item,
Just write and run this command from the script Editor.
deformer -type displaceD;
Then, "displaceD" node will be connected to your object.
Open with Attribute Editor, and connect 2D/3D texture node to Color1 Attribute.
Deformer will work!
This is simply strength of deform.
This is the attribute for input Color.
To use this deformer, You should input a color node.
For instance, try Some 2d texture or just simply fractal.
Individual Input (like connection from OutColorR to Color1R) won't work well.
Just input to Color1 instead.
Deform object with the input color value as luminance.
This is advanced option. R, G and B affect individual directions.
Below dialogs represent relationship between RGB and directions.
Color Offset ( For RGB option )
Usually color value has a 0.0-1.0 range.
But you might want to offset this value from -0.5 to 0.5.
Just apply -0.5 to this value and you will achieve it.
Color Multiply ( For RGB option )
You can increase/decrease deformer power individually.
RGB Order ( For RGB option )
Change orders from RGB to direction.
These attributes are about direction of deform.
locatorAngle: Deform objects "+Y" direction of displaceD locator.
locatorRadial: Deform radial direction From displaceD locator position.
useNormal: use normal direction.(only Polygons)
In this case, deformDirection will be ignored.
All objects Except polygons will be ignored and will use deformDirection value.
local: Apply texture as local effects.
Each other objects deform same fegure if they have same object space.
world:Apply texture as world effects. Just move objects
and you can realize it's calculated as world space.
If texture is 3D texture, this attribute will be ignored.
off: 2D texture is asigned as projection from displaceD icon.
on(polygon only): use Polygon UV coordinate.
-Actually, this deformer is faster than NoiseD!.
-Some of 3D textures works strange. Use "volumeNoise" instead of them.
-Don't connect individual node to color1's R,G,B attributes. It will be ignored.
this deformer just checks the name which connected to "color1".
Complete Maya Programming
Digital Elevation Model (DEM) Terrain Displacement