Create vertex displacement MAT
create_vertex_displacement_matBuild a GPU vertex displacement material that deforms mesh geometry by procedural noise or texture luminance. Assign to a Geometry COMP or generate a standalone demo with controls for amount, frequency, and speed.
Instructions
Build a true vertex-shader displacement material: a GLSL MAT whose vertex stage offsets each vertex along its normal by procedural 3D noise (uTime-animated) or by the luminance of a sampled TOP (texture_path), so the mesh is physically deformed on the GPU. Distinct from the TOP-space image warps create_depth_displacement / create_displacement_warp — those push 2D pixels; this pushes mesh vertices. Assign it to your own Geometry COMP via target_geo, or omit it to build a self-contained demo (subdivided sphere + camera + light + render + Null) so the material previews standalone. Creates a new baseCOMP under parent_path. Exposes Amount, Frequency, and Speed controls bound to the MAT. Returns a summary plus a JSON block with the container path, created node paths, the material path, the output path (demo only), exposed controls, node errors, warnings, and (demo only) an inline preview image.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| speed | No | Animation speed of the noise field (uTime scroll, cycles/s). 0 = static. Reads 0 when the TD timeline is paused. | |
| amount | No | Displacement distance along each vertex normal (uAmount). 0 = undeformed. | |
| frequency | No | Spatial frequency of the procedural noise (ignored when texture_path is set). | |
| demo_color | No | Demo surface tint (RGB 0..1); shaded by facing + displacement. Demo only. | |
| target_geo | No | Absolute path of an existing Geometry COMP to assign the displacement MAT to. Omit to build a self-contained demo (subdivided sphere + camera + light + render) so the material previews standalone. | |
| parent_path | No | Parent network where the container (holding the MAT and, for the demo, the render chain) is created. | /project1 |
| texture_path | No | Absolute path of a TOP whose luminance drives the displacement instead of procedural noise. Omit to use built-in 3D noise. | |
| expose_controls | No | When true (default), expose live Amount / Frequency / Speed controls bound to the MAT. | |
| demo_subdivisions | No | Demo sphere mesh resolution (only used when target_geo is omitted). |