Measures how much a mesh has been distorted from a reference shape. The distortion is calculated by comparing edge lengths between the reference and deformed shapes. Compressed areas have negative distortion values, stretched areas have positive distortion values, and areas with no deformation have distortion values of zero. The calculated distortion is output as primitive variables on the mesh.
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
The processed output scene.
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
The input scene
The filter used to control which parts of the scene are processed. A Filter node should be connected here.
The name of the primitive variable which contains the deformed vertex positions for the mesh.
The name of the primitive variable which contains the undeformed vertex positions for the mesh.
The name of the primitive variable which contains the UV set used to calculate UV distortion.
The name of the primitive variable created to store the distortion values. This will contain a float per vertex.
The name of the primitive variable created to store the UV distortion values. This will contain a V2f with separate distortion values for the U and V directions.