Geometry FX nodes
Press Shift+A, or release a dragged wire on empty canvas, to open the node search ("Search nodes…").
In the tables, drag scale N describes drag sensitivity, not a maximum: a 200-pixel drag moves the value across the span from the minimum to N; keep dragging, or double-click and type, to reach the full registered numeric range. A dash in the bounds column means no scalar range is listed; it does not promise that every input type accepts unrestricted values.
Real-world Scale (present on all geometry nodes) is a three-state integer: −1 keeps the behaviour of materials saved before this control was added (default); 0 and 1 switch to the newer coordinate scaling. The exact effect of 0 versus 1 is runtime-unverified.
Fuzz
Adds procedural microfibre sheen or strand-based fuzz on the surface. Wire the Base Shader input to the output of your surface BSDF; wire the Shader output directly to Material Output > Surface — no Mix Shader is needed. Mode selects sheen (shading-only) or full strand geometry. In sheen mode only Amount, Color, Roughness, Noise Amount and Noise Size (mm) apply. In strands mode, Amount, Noise Amount and Noise Size (mm) are not used; the strand rows (Length (mm) through Seed, Segments, Shape, Tip Ratio, Root Radius (mm), Colour Variation, Wetness, Wind, Sway (Hz), Wind Angle) apply, together with Color and Roughness. If Base Shader is empty, a default Principled BSDF is used. In strands mode, all inputs except Base Shader and Normal must be typed values; wiring a node into them makes the material fail to compile. Hide source object acts as a switch at or above 0.5 and has an effect only in strands mode.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base Shader | Shader | — | — | — |
| Amount | Float | 0.5 | 0 to 1 | — |
| Color | Colour | 1, 1, 1 | — | — |
| Roughness | Float | 0.5 | 0 to 1 | — |
| Noise Amount | Float | 0.25 | 0 to 1 | — |
| Noise Size (mm) | Float | 2 | 0 to 1000000 (drag scale: 10) | — |
| Segments | Integer | 3 | 2 to 12 | — |
| Shape | Choice | thick | — | thick, ribbon |
| Tip Ratio | Float | 0.2 | 0 to 1 | — |
| Root Radius (mm) | Float | 0.01 | 0 to 1000000 (drag scale: 0.1) | — |
| Colour Variation | Float | 0 | 0 to 1 | — |
| Wetness | Float | 0 | 0 to 1 | — |
| Wind | Float | 0 | 0 to 1 | — |
| Sway (Hz) | Float | 0.8 | 0 to 1000000 (drag scale: 3) | — |
| Wind Angle | Float | 0 | -180 to 180 | — |
| Normal | Vector | 0, 0, 0 | — | — |
| Mode | Choice | sheen | — | sheen, strands |
| Length (mm) | Float | 1.5 | 0 to 1000000 (drag scale: 10) | — |
| Density | Float | 0.5 | 0 to 1000000 (drag scale: 1) | — |
| Clump | Float | 0.3 | 0 to 1 | — |
| Noise | Float | 0.3 | 0 to 1 | — |
| Seed | Integer | 0 | 0 to 1000000 (drag scale: 100) | — |
| Hide source object | Float | 0 | 0 to 1 | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
Flakes
Adds reflective flake particles (metallic flake, snow, glitter) to the surface. Wire Base Shader to your surface BSDF and Shader directly to Material Output > Surface. Size Variation, Color B, Hue Jitter, Shape, Tilt, Animate and the animation rows (Source through Anim Count) have an effect only when Mode is geometry. In geometry mode, all settings except Base Shader and Normal must be typed values; wiring a node into them makes the material fail to compile. If Base Shader is empty, a default Principled BSDF is used. Hide source object acts as a switch at or above 0.5 and has an effect only in geometry mode.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base Shader | Shader | — | — | — |
| Size (mm) | Float | 0.2 | 0 to 1000000 (drag scale: 2) | — |
| Density | Float | 0.5 | 0 to 1000000 (drag scale: 1) | — |
| Depth (mm) | Float | 0.02 | 0 to 1000000 (drag scale: 0.2) | — |
| Color | Colour | 0.9, 0.9, 0.9 | — | — |
| Roughness | Float | 0.15 | 0 to 1 | — |
| Seed | Integer | 0 | 0 to 1000000 (drag scale: 100) | — |
| Size Variation | Float | 0.3 | 0 to 1 | — |
| Color B | Colour | 0.7, 0.7, 0.9 | — | — |
| Hue Jitter | Float | 0.1 | 0 to 1 | — |
| Shape | Choice | disc | — | disc, square, hexagon, shard, crystal |
| Tilt | Float | 0.3 | 0 to 1 | — |
| Animate | Boolean | Off | — | — |
| Source | Choice | volume | — | surface, volume, base |
| Speed (mm/s) | Float | 10 | 0 to 1000000 (drag scale: 200) | — |
| Direction | Choice | down | — | up, down, along_surface, custom |
| Direction X | Float | 0 | -1 to 1 | — |
| Direction Y | Float | 0 | -1 to 1 | — |
| Direction Z | Float | 1 | -1 to 1 | — |
| Spread | Float | 0.2 | 0 to 1 | — |
| Gravity | Float | 0.1 | 0 to 1 | — |
| Drag | Float | 0.8 | 0 to 1 | — |
| Lifetime (s) | Float | 4 | 0.1 to 600 (drag scale: 30) | — |
| Spawn Rate (/s) | Float | 50 | 0 to 1000000 (drag scale: 500) | — |
| Random | Float | 0.5 | 0 to 1 | — |
| Turbulence | Float | 0.6 | 0 to 1 | — |
| Turbulence Size (mm) | Float | 20 | 0 to 1000000 (drag scale: 100) | — |
| Turbulence Speed | Float | 0.5 | 0 to 1000000 (drag scale: 10) | — |
| Spin | Float | 1 | 0 to 1000000 (drag scale: 10) | — |
| Size Over Life | Choice | constant | — | constant, grow, shrink |
| Anim Count | Integer | 2000 | 0 to 20000 (drag scale: 5000) | — |
| Normal | Vector | 0, 0, 0 | — | — |
| Mode | Choice | shading | — | shading, geometry |
| Hide source object | Float | 0 | 0 to 1 | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
Water Droplets
Places animated or static water droplets on the surface. Wire Base Shader to your surface BSDF and Shader directly to Material Output > Surface. Animate and the animation rows (Source through Anim Count, Motion through Sweep, Loop (s), Coating Mask, Mask Coverage, Mask Size (mm) and Bake to (s)) have an effect only when Mode is geometry. Fog, Contact Angle, the Micro rows and the Level rows also work in shading mode; Pre-roll (s) also offsets the Micro beads. In geometry mode, all settings except Base Shader, Normal and Fog must be typed values; wiring a node into them makes the material fail to compile. In either mode, the Micro and Level rows must also be typed values. Wet Mask is the droplet coverage (0–1); the node uses it through Wetting to make the base glossier where wet. Contact Angle: 0 uses Height to determine bead shape; any value above 0 sets the bead shape directly and Height is ignored. Motion selects free-flight or surface-runoff physics. If Base Shader is empty, a default Principled BSDF is used. Hide source object acts as a switch at or above 0.5 and has an effect only in geometry mode.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base Shader | Shader | — | — | — |
| Size (mm) | Float | 2 | 0 to 1000000 (drag scale: 20) | — |
| Density | Float | 0.4 | 0 to 1000000 (drag scale: 1) | — |
| Height | Float | 0.6 | 0 to 1 | — |
| IOR | Float | 1.33 | 1 to 3 (drag scale: 2) | — |
| Seed | Integer | 0 | 0 to 1000000 (drag scale: 100) | — |
| Streaks | Boolean | Off | — | — |
| Streak Length (mm) | Float | 8 | 0 to 1000000 (drag scale: 50) | — |
| Streak Strength | Float | 0.5 | 0 to 1 | — |
| Wetting | Float | 1 | 0 to 1 | — |
| Animate | Boolean | Off | — | — |
| Source | Choice | surface | — | surface, volume, base, cells |
| Speed (mm/s) | Float | 5 | 0 to 1000000 (drag scale: 200) | — |
| Direction | Choice | along_surface | — | up, down, along_surface, custom |
| Direction X | Float | 0 | -1 to 1 | — |
| Direction Y | Float | 0 | -1 to 1 | — |
| Direction Z | Float | 1 | -1 to 1 | — |
| Spread | Float | 0.2 | 0 to 1 | — |
| Gravity | Float | 0.5 | 0 to 1 | — |
| Drag | Float | 0.1 | 0 to 1 | — |
| Lifetime (s) | Float | 4 | 0.1 to 600 (drag scale: 30) | — |
| Spawn Rate (/s) | Float | 50 | 0 to 1000000 (drag scale: 500) | — |
| Random | Float | 0.5 | 0 to 1 | — |
| Turbulence | Float | 0 | 0 to 1 | — |
| Turbulence Size (mm) | Float | 20 | 0 to 1000000 (drag scale: 100) | — |
| Turbulence Speed | Float | 0.5 | 0 to 1000000 (drag scale: 10) | — |
| Spin | Float | 0 | 0 to 1000000 (drag scale: 10) | — |
| Size Over Life | Choice | constant | — | constant, grow, shrink |
| Anim Count | Integer | 600 | 0 to 20000 (drag scale: 5000) | — |
| Motion | Choice | runoff | — | free, runoff |
| Friction | Float | 0.5 | 0 to 1 | — |
| Texture (mm) | Float | 5 | 0 to 1000000 (drag scale: 20) | — |
| Release | Float | 1 | 0 to 1000000 (drag scale: 10) | — |
| Meander | Float | 0.4 | 0 to 1 | — |
| Merge | Boolean | On | — | — |
| Satellites | Float | 0.5 | 0 to 1 | — |
| Sat. Spacing (mm) | Float | 6 | 0 to 1000000 (drag scale: 30) | — |
| Trails | Float | 0.6 | 0 to 1 | — |
| Trail Fade (s) | Float | 4 | 0 to 1000000 (drag scale: 20) | — |
| Trail Points | Integer | 64 | 2 to 256 (drag scale: 128) | — |
| Trail clearing | Boolean | On | — | — |
| Return time (s) | Float | 20 | 0 to 3600 (drag scale: 60) | — |
| Clear width | Float | 1 | 0 to 100 (drag scale: 3) | — |
| Merge Time (s) | Float | 0.3 | 0 to 2 (drag scale: 1) | — |
| Elongation | Float | 0.6 | 0 to 1 | — |
| Satellite Size | Float | 0.3 | 0.05 to 0.6 | — |
| Size Random | Float | 0.5 | 0 to 1 | — |
| Speed Random | Float | 0.5 | 0 to 1 | — |
| Trail Follow | Float | 0.7 | 0 to 1 | — |
| Growth | Float | 0.3 | 0 to 1 | — |
| Film Loss | Float | 0.4 | 0 to 1 | — |
| Nucleate | Boolean | Off | — | — |
| Sweep | Boolean | On | — | — |
| Fog | Float | 0 | 0 to 1 | — |
| Loop (s) | Float | 0 | 0 to 600 (drag scale: 120) | — |
| Pre-roll (s) | Float | 0 | 0 to 120 (drag scale: 30) | — |
| Contact Angle | Float | 0 | 0 to 170 (drag scale: 150) | — |
| Coating Mask | Float | 0 | 0 to 1 | — |
| Mask Coverage | Float | 0.5 | 0 to 1 | — |
| Mask Size (mm) | Float | 10 | 0 to 1000000 (drag scale: 100) | — |
| Bake to (s) | Float | 0 | 0 to 120 (drag scale: 30) | — |
| Micro | Boolean | Off | — | — |
| Micro Size (mm) | Float | 0.35 | 0 to 1000000 (drag scale: 1) | — |
| Micro Density | Float | 0.8 | 0 to 1 | — |
| Micro Growth | Float | 0.5 | 0 to 1000000 (drag scale: 2) | — |
| Stagger (s) | Float | 20 | 0 to 1000000 (drag scale: 60) | — |
| Hand-off | Float | 2 | 1 to 6 (drag scale: 4) | — |
| Level | Boolean | Off | — | — |
| Level Fraction | Float | 0.8 | 0 to 1 | — |
| Lower Level | Float | 0 | 0 to 1 | — |
| Level Band (mm) | Float | 5 | 0 to 1000000 (drag scale: 30) | — |
| Level Side | Choice | below | — | below, above |
| Normal | Vector | 0, 0, 0 | — | — |
| Mode | Choice | shading | — | shading, geometry |
| Hide source object | Float | 0 | 0 to 1 | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
| Wet Mask | Float |
Bubbles
Places animated or static bubbles on or inside the surface (beer foam, champagne, bath). Wire Base Shader to your surface BSDF and Shader directly to Material Output > Surface. Animate, Source and the other animation controls have an effect only when Mode is geometry. In geometry mode, all settings except Base Shader and Normal must be typed values; wiring a node into them makes the material fail to compile. Foam adds a layer of foam bubbles above the bubble field (Foam Placement: horizontal or surface); it has an effect only when Mode is geometry. If Base Shader is empty, a default Principled BSDF is used. Hide source object acts as a switch at or above 0.5 and has an effect only in geometry mode. With Source sites, bubbles rise in streams from nucleation points on the part; Sites through Pop set those streams. Depth (mm) applies only in geometry mode.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base Shader | Shader | — | — | — |
| Size (mm) | Float | 1 | 0 to 1000000 (drag scale: 20) | — |
| Density | Float | 0.3 | 0 to 1000000 (drag scale: 1) | — |
| Body IOR | Float | 1.5 | 1 to 3 (drag scale: 2) | — |
| Seed | Integer | 0 | 0 to 1000000 (drag scale: 100) | — |
| Animate | Boolean | Off | — | — |
| Source | Choice | volume | — | surface, volume, base, sites |
| Speed (mm/s) | Float | 20 | 0 to 1000000 (drag scale: 200) | — |
| Direction | Choice | up | — | up, down, along_surface, custom |
| Direction X | Float | 0 | -1 to 1 | — |
| Direction Y | Float | 0 | -1 to 1 | — |
| Direction Z | Float | 1 | -1 to 1 | — |
| Spread | Float | 0.2 | 0 to 1 | — |
| Gravity | Float | 0 | 0 to 1 | — |
| Drag | Float | 0.1 | 0 to 1 | — |
| Lifetime (s) | Float | 4 | 0.1 to 600 (drag scale: 30) | — |
| Spawn Rate (/s) | Float | 50 | 0 to 1000000 (drag scale: 500) | — |
| Random | Float | 0.5 | 0 to 1 | — |
| Turbulence | Float | 0.2 | 0 to 1 | — |
| Turbulence Size (mm) | Float | 20 | 0 to 1000000 (drag scale: 100) | — |
| Turbulence Speed | Float | 0.5 | 0 to 1000000 (drag scale: 10) | — |
| Spin | Float | 0 | 0 to 1000000 (drag scale: 10) | — |
| Size Over Life | Choice | grow | — | constant, grow, shrink |
| Anim Count | Integer | 1500 | 0 to 20000 (drag scale: 5000) | — |
| Sites | Integer | 40 | 1 to 5000 (drag scale: 200) | — |
| Site Rate (/s) | Float | 4 | 0 to 1000000 (drag scale: 20) | — |
| Rate Random | Float | 0.5 | 0 to 1 | — |
| Hold (s) | Float | 1 | 0 to 1000000 (drag scale: 5) | — |
| Hold Random | Float | 0.5 | 0 to 1 | — |
| Wobble | Float | 0.3 | 0 to 1 | — |
| Grow | Float | 0.3 | 0 to 1000000 (drag scale: 5) | — |
| Pop | Boolean | On | — | — |
| Foam | Boolean | Off | — | — |
| Foam Depth (mm) | Float | 15 | 0 to 1000000 (drag scale: 40) | — |
| Foam Placement | Choice | horizontal | — | horizontal, surface |
| Foam Level | Float | 1 | 0 to 1 | — |
| Foam Offset (mm) | Float | 0 | -1000000 to 1000000 (drag scale: 40) | — |
| Foam Slope Limit | Float | 45 | 0 to 90 | — |
| Foam Size (mm) | Float | 0.6 | 0 to 1000000 (drag scale: 3) | — |
| Foam Size Random | Float | 0.5 | 0 to 1 | — |
| Foam Count | Integer | 4000 | 0 to 100000 (drag scale: 20000) | — |
| Foam Pop (s) | Float | 6 | 0 to 1000000 (drag scale: 30) | — |
| Foam Drain | Float | 0.05 | 0 to 1 | — |
| Normal | Vector | 0, 0, 0 | — | — |
| Mode | Choice | shading | — | shading, geometry |
| Depth (mm) | Float | 5 | 0 to 1000000 (drag scale: 20) | — |
| Hide source object | Float | 0 | 0 to 1 | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
Foam
Generates a procedural foam layer for liquid surfaces (soap, beer head, ocean surf). Unlike other geometry nodes, the first input is named Base (not Base Shader); wire your surface BSDF into Base. Wire Shader directly to Material Output > Surface. If Base is empty, a default Principled BSDF is used. Animate enables time-evolving foam dynamics. Coverage: 0 = Drink head (foam on a horizontal surface), 1 = Object surface. Displacement chooses which surfaces the foam deforms: 0 = top only, 1 = all sides, 2 = none; a drink head (Coverage 0) supports 0 or 2. Bubble detail: 0 = Classic, 1 = Cellular (Full), 2 = Cellular (Fast); Cellular modes need a closed mesh. Level, Height (mm), Cling, Previous level, Film (mm), Patch (mm), Fade (s) and Hide source have an effect only with Coverage 0; with Coverage 1 the source object is hidden automatically. All settings except Base must be typed values; wiring a node into them makes the material fail to compile.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base | Shader | — | — | — |
| Level | Float | 1 | 0 to 1 | — |
| Height (mm) | Float | 15 | 0 to 1000000 (drag scale: 40) | — |
| Offset (mm) | Float | 0 | -1000000 to 1000000 (drag scale: 10) | — |
| Density | Float | 1 | 0 to 100 (drag scale: 4) | — |
| Cell (mm) | Float | 0.6 | 0 to 1000000 (drag scale: 5) | — |
| Size variation | Float | 0.5 | 0 to 1 | — |
| Dimples | Float | 0.5 | 0 to 1 | — |
| Dimple (mm) | Float | 2 | 0 to 1000000 (drag scale: 10) | — |
| Depth (mm) | Float | 0.8 | 0 to 1000000 (drag scale: 5) | — |
| Dimple rim | Float | 0.15 | 0 to 1 | — |
| Uneven (mm) | Float | 1.5 | 0 to 1000000 (drag scale: 10) | — |
| Wave (mm) | Float | 12 | 0 to 1000000 (drag scale: 40) | — |
| Wetness | Float | 0.35 | 0 to 1 | — |
| Creaminess | Float | 0.65 | 0 to 1 | — |
| Roughness | Float | 0.3 | 0 to 1 | — |
| Volume | Boolean | Off | — | — |
| Scatter (mm) | Float | 1 | 0 to 1000000 (drag scale: 10) | — |
| Anisotropy | Float | 0.15 | -0.99 to 0.99 | — |
| Seed | Integer | 7 | 0 to 1000000 (drag scale: 100) | — |
| Resolution | Integer | 128 | 16 to 512 (drag scale: 256) | — |
| Animate | Boolean | Off | — | — |
| Pop (/s) | Float | 0.2 | 0 to 100 (drag scale: 2) | — |
| Recover (s) | Float | 2 | 0.01 to 1000000 (drag scale: 10) | — |
| Drain (/s) | Float | 0.005 | 0 to 100 (drag scale: 0.1) | — |
| Drift (mm/s) | Float | 0.1 | 0 to 1000000 (drag scale: 5) | — |
| Pre-roll (s) | Float | 0 | 0 to 600 (drag scale: 60) | — |
| Cling | Float | 0 | 0 to 1 | — |
| Previous level | Float | 1 | 0 to 1 | — |
| Film (mm) | Float | 0.15 | 0 to 1000000 (drag scale: 1) | — |
| Patch (mm) | Float | 4 | 0 to 1000000 (drag scale: 20) | — |
| Fade (s) | Float | 60 | 0 to 1000000 (drag scale: 120) | — |
| Hide source | Boolean | Off | — | — |
| Coverage | Integer | 0 | 0 to 1 | — |
| Displacement | Integer | 0 | 0 to 2 | — |
| Strength | Float | 1 | 0 to 10 (drag scale: 2) | — |
| Depth variation | Float | 0 | 0 to 1 | — |
| Variation (mm) | Float | 8 | 0 to 1000000 (drag scale: 30) | — |
| Detail (mm) | Float | 0 | 0 to 1000000 (drag scale: 2) | — |
| Detail size (mm) | Float | 1 | 0 to 1000000 (drag scale: 5) | — |
| Top angle | Float | 60 | 0 to 90 | — |
| Top blend | Float | 0.2 | 0.001 to 1 | — |
| Bubble detail | Integer | 0 | 0 to 2 | — |
| Bubble walls | Float | 0.06 | 0.01 to 0.3 (drag scale: 0.15) | — |
| Medium bubbles | Float | 0.35 | 0 to 1 | — |
| Large bubbles | Float | 0.15 | 0 to 1 | — |
| Wet highlights | Float | 0.2 | 0 to 1 | — |
| Film roughness | Float | 0.08 | 0.001 to 1 (drag scale: 0.3) | — |
| Colour | Colour | 0.97, 0.95, 0.9 | — | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
Displace
Applies procedural displacement to the surface. Wire the Displacement output directly to Material Output > Displacement — this output is a Vector, not a Shader. Method selects bump (normal-only) or true mesh displacement; Mesh Scale sets how finely the mesh is diced when Method is true (range 0.25–64; smaller values dice finer). Method and Mesh Scale must be typed values; wiring them makes the material fail to compile. Height works only when wired: a connected texture replaces the built-in Pattern; its typed value is not used.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Height | Float | 0 | 0 to 1 | — |
| Pattern | Choice | noise | — | noise, voronoi |
| Size (mm) | Float | 10 | 0 to 1000000 (drag scale: 100) | — |
| Amount (mm) | Float | 1 | -1000000 to 1000000 (drag scale: 5) | — |
| Midlevel | Float | 0.5 | 0 to 1 | — |
| Method | Choice | bump | — | bump, true |
| Mesh Scale | Float | 8 | 0.25 to 64 (drag scale: 16) | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Displacement | Vector |
Fur
Adds procedural fur or animal hair to the surface. Wire Base Shader to your surface BSDF and Shader directly to Material Output > Surface. Gravity, Wind and Sway control strand physics; Colour Variation and Tip Color control strand appearance. If Base Shader is empty, a default Principled BSDF is used. All inputs except Base Shader and Normal must be typed values; wiring a node into them makes the material fail to compile. Hide source object acts as a switch at or above 0.5.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base Shader | Shader | — | — | — |
| Length (mm) | Float | 10 | 0 to 1000000 (drag scale: 50) | — |
| Length Variation | Float | 0.3 | 0 to 1 | — |
| Density | Float | 0.5 | 0 to 1000000 (drag scale: 1) | — |
| Clump | Float | 0.5 | 0 to 1 | — |
| Noise | Float | 0.3 | 0 to 1 | — |
| Gravity | Float | 0.3 | 0 to 1 | — |
| Thickness (mm) | Float | 0.05 | 0 to 1000000 (drag scale: 0.5) | — |
| Color | Colour | 0.35, 0.22, 0.12 | — | — |
| Tip Color | Colour | 0.6, 0.45, 0.3 | — | — |
| Roughness | Float | 0.3 | 0 to 1 | — |
| Colour Variation | Float | 0 | 0 to 1 | — |
| Wetness | Float | 0 | 0 to 1 | — |
| Wind | Float | 0 | 0 to 1 | — |
| Sway (Hz) | Float | 0.8 | 0 to 1000000 (drag scale: 3) | — |
| Wind Angle | Float | 0 | -180 to 180 | — |
| Seed | Integer | 0 | 0 to 1000000 (drag scale: 100) | — |
| Segments | Integer | 6 | 2 to 16 | — |
| Shape | Choice | thick | — | thick, ribbon |
| Tip Ratio | Float | 0.2 | 0 to 1 | — |
| Normal | Vector | 0, 0, 0 | — | — |
| Hide source object | Float | 0 | 0 to 1 | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
Hair
Adds procedural hair (scalp hair, beard) to the surface. Wire Base Shader to your surface BSDF and Shader directly to Material Output > Surface. Clump groups strands together; Gravity and Wind control drape and sway dynamics. If Base Shader is empty, a default Principled BSDF is used. All inputs except Base Shader and Normal must be typed values; wiring a node into them makes the material fail to compile. Hide source object acts as a switch at or above 0.5.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base Shader | Shader | — | — | — |
| Length (mm) | Float | 60 | 0 to 1000000 (drag scale: 300) | — |
| Length Variation | Float | 0.2 | 0 to 1 | — |
| Density | Float | 0.7 | 0 to 1000000 (drag scale: 1) | — |
| Clump | Float | 0.7 | 0 to 1 | — |
| Noise | Float | 0.2 | 0 to 1 | — |
| Gravity | Float | 0.6 | 0 to 1 | — |
| Thickness (mm) | Float | 0.06 | 0 to 1000000 (drag scale: 0.5) | — |
| Color | Colour | 0.1, 0.06, 0.03 | — | — |
| Tip Color | Colour | 0.2, 0.12, 0.06 | — | — |
| Roughness | Float | 0.25 | 0 to 1 | — |
| Colour Variation | Float | 0 | 0 to 1 | — |
| Wetness | Float | 0 | 0 to 1 | — |
| Wind | Float | 0 | 0 to 1 | — |
| Sway (Hz) | Float | 0.8 | 0 to 1000000 (drag scale: 3) | — |
| Wind Angle | Float | 0 | -180 to 180 | — |
| Seed | Integer | 0 | 0 to 1000000 (drag scale: 100) | — |
| Segments | Integer | 10 | 2 to 24 | — |
| Shape | Choice | thick | — | thick, ribbon |
| Tip Ratio | Float | 0.2 | 0 to 1 | — |
| Normal | Vector | 0, 0, 0 | — | — |
| Hide source object | Float | 0 | 0 to 1 | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |