Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Surfaces
SDF

Model

SDF PrimitiveSDF 2D ShapeSDF ConvertSDF CombineMesh to SDFKinect SDFSDF Switch

Modify

SDF EffectorSDF Field

Shade

SDF MaterialSDF LightSDF Lighting FX

Render

SDF EnvironmentSDF CameraSDF MulticamSDF Render
3D PreviewperformMODE
3D & SimulationSDF

SDF Field

A scalar field — noise, waves, patterns, a texture, or a live particle system — that drives displacement and can be turned into a solid.

SDF Field emits values over space rather than a shape. Wire it into an SDF Effector set to Displace to push a surface around, or into SDF Convert in Field to Solid mode to march it as geometry.

SDF Field

  • Eleven Field types, from FBM noise to a Texture Field and a Particle Field
  • A Shaping stage that folds, inverts, or sharpens every field
  • Found under SDF → Modify in the operators panel
Example patch — drag onto the app to load

The image on the right is the example patch itself. Drag and drop it onto the app, or load it with File → Load, to open the full graph. A Worley Field displaces a Sphere through a Displace effector.

Inputs and outputs

SDF Field node

PortTypePurpose
TextureTextureAny generator or texture output. Read by the Texture Field type, projected onto the shape.
Particle SystemTextureA Particle System. Read by the Particle Field type: every live particle becomes a blob.
FieldSDFThe scalar field. Only the Displace effector and Field to Solid accept it.
A field is not a solid. SDF Combine and the shape input of an Effector filter it out. To see a field by itself, run it through SDF Convert in Field to Solid mode.

Parameters

SDF Field parameters

Field picks the source. Default Noise Field. Every type ends with Strength (−4 to 4, default 1), which scales the output; negative values flip the sign.

  • Noise Field — FBM noise. Scale (default 2), Octaves (1–6, default 4), Speed (default 0).
  • Ridged Field — ridged noise for terrain and veins. Scale, Octaves (default 3), Speed.
  • Sine Field — a wave. Frequency (default 4), Speed.
  • Radial Field — falls off from the origin. Radius (default 1), Falloff (default 1).
  • Worley Field — cellular noise. Scale (default 3), Invert Cells.
  • Stripes — bands. Frequency (default 6), Sharpness (0–0.49, default 0.2), Angle°.
  • Checker — a 3D checkerboard. Scale (default 2).
  • Ramp — a gradient along an axis. Axis, Waveform, Frequency (default 1), Phase.
  • Cell Field — a random value per repeat cell, for use after a Repeat effector.
  • Texture Field — the wired texture. Projection (default Triplanar) and Projection Scale (default 0.5).
  • Particle Field — the wired particle system as metaballs. Blob Radius (default 0.35), Blob Blend (default 0.25).

Shaping (default None) post-processes the value: Fold (abs), Invert, Gain, or Ridge Pulse. Shape Amount (0.05–10, default 2) sets the gain for the last two.

All floats have a per-parameter animation bar, and the Speed controls animate on their own.

Examples

Rock — Ridged Field, Scale 3, into an Effector set to Displace with Amount 0.3 on a Sphere.

Textured relief — a Topographic generator into the Texture port, Field set to Texture Field, then Displace on a Ground Plane.

Metaballs — a Particle System into the Particle System port, Field set to Particle Field, then SDF Convert in Field to Solid mode.

Troubleshooting

Nothing happens when I wire the field into a shape. The field must land on an Effector's Field port with the effect set to Displace, or on SDF Convert in Field to Solid mode.

Texture Field shows no detail — the Texture port has to be wired, and Projection Scale may be too small for the shape. Raise it.

Displacement tears the surface — lower the Effector's Amount, or lower March Damping on SDF Render.

Related

SDF Effector

The Displace effect that reads a field.

SDF Convert

Field to Solid.

SDF Effector

26 domain and value operators — warp, repeat, mirror, shell, and remap — applied to a distance field without adding geometry.

SDF Material

PBR and stylized shading for SDF shapes, with texture map slots, iridescence, rim light, subsurface, and raymarched reflections.

On this page

Inputs and outputsParametersExamplesTroubleshootingRelated