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Attribute Flow

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Run a flow simulation of an attribute across the surface of a mesh. This modifier has two versions with mostly identical settings:

  • Attribute Flow: Static flow simulation is calculated at once, number of iterations is specified up-front.
  • Attribute Flow Animated: Flow is calculated per frame.

Flow Steps

Getting the size of flow step for a mesh is important:

  • Too low = stepping artifacts.
  • Too high = very expensive.

Large step, low resolution: steps1

Large step, high resolution: steps2

Small step, high resolution: steps3

Fade

The fade value can be positive or negative.

  • Positive values allow for darker areas to flow into lighter areas.
  • Negative values fade the attribute each iteration.

No Fade: fade1

Positive Fade: fade1

Negative Fade: fade1

Streaks

Streaks are created by a random noise slowing down the flow, by adjusting this noise you can achieve a wide variety of streak styles

streaks1

streaks2

streaks3

Flow Direction

The direction of flow can be based on a single direction or vector attribute. Random direction can then be mixed in. For completely random direction set direction to [0,0,0] and random value to 1.

Standard down direction: direction1

Bidirectional on: direction2

Fully random bidirectional: direction3

You can use directions output by Curvature Direction. Bidirectional should be turned on because the curvature direction is bidirectional by default.

Base noise: curve_flow1

Flow along max curvature: curve_flow2

Flow along min curvature: curve_flow3

Outputs

  • Attribute: Output attribute with flow applied.
  • Color: Output flowed attribute as color (used for visualisation).

Settings

  • Attribute: Attribute to run flow simulation on.
  • Simulation: Calculate flow all at once or per frame:
    • Static: Calculate all flow steps at once, independent of time.
    • Animated: Calculate one step of flow per frame.

Direction

Direction of flow.

  • Space: Coordinate space of flow direction:
    • Local: Flow direction is in local space (uses object rotation)
    • Global: Flow direction is in global space (ignores object rotation)
  • Direction: Flow direction vector.
  • Random: Mix in random noise to flow direction. A value of 1 will completely ignore specified direction.

Random Noise

Noise settings for the random direction.

  • Noise Scale: Size of the largest features in the noise.
  • Octaves: The number of noise octaves. Higher values give more detailed noise but increase render time.
  • Roughness: Blend factor between an octave and its previous one. A value of zero corresponds to zero detail.
  • Noise Offset: Offset the noise W position. Effectively a smooth transition between seeds.

Flow Steps

Flow simulation settings.

  • Flow Iterations: How many iterations of flow to calculate.
  • Step Size: Maximum distance travelled by each flow step. Bigger step sizes are cheaper to calculate but can result in stepping artifacts.
  • Fade: Fade the head/tail of the flow simulation. Positive values will fade the tail (allowing darker areas to flow over lighter areas). Negative values fade the head resulting in a smooth fade out of the flow.
  • Minimum Angle Speed: Decrease flow speed depending on surface angle. 0 will completely stop flow on surfaces perpendicular to the flow direction. 1 will ignore the surface angle and full flow speed will occur everywhere.

Streaks

Add streaks/noise to the flow simulation.

  • Amount: Intensity of streaks applied to flow simulation.
  • Thickness: Scale of the noise used for streaks. Higher value = thicker streaks.
  • Offset: Offset the streak noise W position. Effectively a smooth transition between seeds.

Noise Values

Aditional noise settings to change the shape of streaks.

  • Noise Octaves: The number of noise octaves. Higher values give more detailed noise but are more expensive. Stop increasing when there is no visual impact.
  • Noise Roughness: Blend factor between an octave and its previous one. A value of zero corresponds to zero detail.
  • Stretch: Stretch the noise used for streaks in the flow direction. 0 = No stretch, uniform noise. 1 = Maximum stretch, 2D noise.
  • Contrast: Increase value contrast of noise, giving higher contrast streaks.
  • Bias: Midpoint of contrast operation. Higher values will produce a darker noise.

Mask

Mask flow with an attribute.

  • Attribute: Attribute to inhibit flow.