Geometry & 3D node
Geometry Deform
The classic parametric deformers in one node: Bend curls the mesh, Twist screws it around the axis, Taper narrows one end, Bulge swells the middle, Wave ripples it. Everything runs off the position along the Axis, normalized to the mesh's own bounds, so Amount behaves the same at any size — and cabling an LFO into Amount makes any shape breathe. Center slides where the effect anchors; Frequency and Phase drive Wave. Normals are recomputed after the deform.
Inputs
| Port | Type | Default |
|---|---|---|
| GeometryThe mesh to deform. The source is never touched — the node works on its own copy. | structure | — |
| ModeBend curls the mesh around a perpendicular axis; Twist screws it around the Axis; Taper narrows one end; Bulge swells around Center; Wave ripples it sideways. | int | 1 |
| AxisThe driving axis: the deform is a function of where each vertex sits along it, normalized to the mesh's own bounds. | int | 1 |
| AmountHow hard the deform pushes. Cable an LFO here and the shape breathes. Negative reverses the direction. | float | 0.5 |
| CenterWhere along the axis the effect anchors, 0 to 1 across the mesh. Twist rotates zero here; Bulge peaks here. | float | 0.5 |
| FrequencyWave only: how many full ripples fit along the mesh. | float | 2 |
| PhaseWave only: slides the ripple along, in degrees — animate it and the wave travels. | float | 0 |
Outputs
| Port | Type |
|---|---|
| GeometryThe mesh to deform. The source is never touched — the node works on its own copy. | structure |
| Vertex Count | int |
| Triangle Count | int |
How It Works
Geometry Deform gathers the classic parametric deformers into one node: Bend curls the mesh, Twist screws it around the axis, Taper narrows one end, Bulge swells the middle, Wave ripples it.
Everything runs off the position along the Axis, normalized to the mesh's own bounds — so Amount behaves the same on a small shape and a large one, and cabling an LFO into Amount makes any mesh breathe without retuning. Center slides where the effect anchors; Frequency and Phase drive Wave.
Normals are recomputed after the deform, so the shading follows the new shape.
Use Cases
- Breathing forms — An LFO on Amount with Bulge is the simplest convincing "alive" motion.
- Twisted columns — Twist on a tall box or cylinder.
- Arches — Bend a straight extrusion into an arch.
- Rippling surfaces — Wave with Phase from a clock gives a travelling ripple.
- Audio-reactive shape — A band level into Amount and the geometry responds to the music.
Tips
- A low-poly mesh has nothing to bend. Subdivide first — this is the single most common reason a deform "does nothing".
- Chain several Deform nodes for compound effects: twist then bend reads very differently from bend then twist.
- Center is normalized 0…1 along the axis; 0.5 anchors the effect in the middle.
- Because Amount is bounds-relative, a deform survives a later Transform's scale unchanged.
Open Geometry Deform in the interactive catalog →
Geometry Deform is one of 381 nodes in Grafit Pro.
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