Generates various types of rocks.
This asset provides several controls for generating rock geometry, UV coordinates and textures.
The procedure is as follows (each step except the first can be turned on/off):

Select a base shape, either a sphere, a randomly generated shape or use input geometry.

Transform the base shape.

Perform remeshing and smoothing.

Create the rock by displacing the base shape with various noises.

Create crystals on top of the rock.

Transform the generated rock.

Perform additional remeshing and smoothing.

Perform polygon reduction.

Create UV coordinates.

Perform a final transform.

Apply a procedural texture which can also be baked to a file.
Inputs
Input Geometry (optional)
To perform displacement or other operations on existing geometry you can connect it to this input and then select Input Geometry under the Base Shape settings.
Parameters
Base Shape
Type (baseShapeTypeParm)
The type of geometry to start with when generating the rock.
Quadrangulated Sphere
A sphere made of quadrangles.
Triangulated Sphere
A sphere made of triangles.
Random Shape
A shape generated by breaking up some source geometry. See Shape Generation for more info. To set the geometry density for this shape, use the parameters under Remesh 1.
Input Geometry
Use the geometry connected to the input of the Rock Generator node.
Divisions (baseShapeDivisionsParm)
When selecting Triangulated Sphere or Quadrangulated Sphere this sets how many polygons to divide the geometry into.
Reverse Normals (baseShapeReverseNormalsParm)
Reverses the point normals which will reverse the direction of the displacements.
Shape Generation
This section generates a random base shape. Note that this shape can be displaced independently of the Displacement sections. The shapes generated are often useful on their own especially if you need rocks with very sharp edges.
Generator (randomShapeGeneratorParm)
Sets the way random shapes are generated. It’s recommended to use Generator 2. Generator 1 will shatter some geometry into smaller pieces/shapes and one of these will be selected as the shape to use. Generator 2 will also shatter some geometry into smaller pieces/shapes but it also allows for these shapes to be clustered together into a larger rocklike shape.
Enable Remeshing (randomShapeEnableRemeshingParm)
Remeshes the geometry according to the settings under Remesh 1.
Triangulate (randomShapeTriangulateParm)
Triangulates the geometry.
Generator 1
Source (randomShapeSourceParm)
The type of geometry to create the shape from. The source geometry is broken up into a number of random shapes (according to Variations) and the Shape Selection parameter sets the shape to use.
Source Divisions (randomShapeSphereDivsParm)
Sets the number of geometry divisions.
Source Divisions (randomShapeTorusDivsParm)
Sets the number of geometry divisions (rows and columns).
Source Divisions (randomShapeBoxDivsParm)
Sets the number of geometry divisions.
Source Scale (randomShapeSourceScaleParm)
Scales the source geometry. Increasing this will also increase the size and look of the generated shape and also affect the size of the displacement noise applied in this section.
Only Inside Source (randomShapeOnlyInsideSourceParm)
Only generate shapes that are inside the source geometry. The purpose of this is to get the shape displacement noise applied to all sides of the shape. If no shape is visible after enabling this, set Shape Selection to 0 and increase Variations until a shape is visible.
Variations (randomShapeVariationsParm)
Select how many shape variations to choose from.
Shape Selection (randomShapeSelectionParm)
Select which random shape to use.
Seed (randomShapeSeedParm)
Randomizes the look of the generated shape.
Displace Interior (randomShapeDispParm)
Adds displacement noise to the sides that were inside the source geometry. Note that this displacement is usually slower than using the Displacement section.
Displacement Size (randomShapeDispSizeParm)
The size of the polygons added to the interior sides.
Displacement Amplitude (randomShapeDispAmpParm)
The amount (or height) of displacement to apply.
Displacement Noise Type (randomShapeDispNoiseTypeParm)
The type of noise added to the interior points.
Noise Frequency (randomShapeDispNoiseFreqParm)
The frequency of the noise added to the interior points.
Noise Offset (randomShapeDispNoiseOffsetParm)
The offset of the noise added to the interior points.
Noise Turbulence (randomShapeNoiseTurbParm)
The turbulence of the noise added to the interior points.
Generator 2
Mode (randomShapeGen2ModeParm)
Mode 0 can only generate the shape from a box. Mode 1 can generate the shape from either a box or any input geometry. They each produce slightly different results.
Source (randomShapeGen2SourceParm)
The type of geometry to create the shape from. The source geometry is broken up into a number of random shapes and the Shape Selection parameter sets the shape to use.
Seed (randomShapeGen2SeedParm)
Randomizes the look of the generated shape.
Source Scale (randomShapeGen2SourceScaleParm)
Scales the source geometry. Increasing this will also increase the size and look of the generated shape and also affect the size of the displacement noise applied in this section.
Shape Scale (randomShapeGen2ShapeScaleParm)
Scales the generated shape, but keeps it within the scale of the source. This works more like scaling the individual smaller (clustered) pieces/shapes that builds up the final shape.
Shape Selection (randomShapeGen2SelectionParm)
Select which random shape to use.
Density 1 (randomShapeGen2Density1Parm)
Sets the overall number of clustered shapes that builds up the final shape.
Density 2 (randomShapeGen2Density2Parm)
Sets the number of smaller clustered shapes in some areas.
Clustering (randomShapeGen2ClusteringParm)
Enabling this will cause the shapes to combine into a larger shape.
Cluster Size (randomShapeGen2ClusterSizeParm)
Sets the size of the combined shape.
Cluster Offset (randomShapeGen2ClusterOffsetParm)
Randomizes the clustering.
Displace Interior (randomShapeGen2DispParm)
Adds displacement noise to the shape. Note that this displacement is usually slower than using the Displacement section.
Displacement Size (randomShapeGen2DispSizeParm)
The size of the polygons added to the sides of the shape.
Displacement Amplitude (randomShapeGen2DispAmpParm)
The amount (or height) of displacement to apply.
Displacement Noise Type (randomShapeGen2DispNoiseTypeParm)
The type of noise added to the interior points.
Noise Frequency (randomShapeGen2DispNoiseFreqParm)
The frequency of the noise added to the interior points.
Noise Offset (randomShapeGen2DispNoiseOffsetParm)
The offset of the noise added to the interior points.
Noise Turbulence (randomShapeGen2NoiseTurbParm)
The turbulence of the noise added to the interior points.
Transformation 1
Enable Transformation 1 (enableTransformationParm1)
Perform transformations on the geometry before applying displacements etc.
Center on Origin (centerOnOriginParm1)
Translate the geometry so that its center is at the origin.
Translate to Ground (translateToGroundParm1)
Translate the geometry so that its lowest point is at the ground (Y = 0).
Remesh 1
Enable Remesh 1 (enableRemeshParm1)
Remeshes the geometry so that it consists of triangles/quadrangles spread out more or less evenly. For more info on the parameters, please refer to the Remesh node in the Houdini documentation.
Mode (remeshModeParm1)
Fixed Length will set an equal triangle density over the geometry. Adaptive will increase the triangle density over curved areas. Volume will convert the geometry to a volume and then to quad polygons.
Preserve Sharp Edges (remeshPreserveSharpEdgesParm1)
Preserve the shape of sharp edges.
Edge Angle (remeshEdgeAngleParm1)
Sets the angle limit for sharp edges. Any edges where the angle between the two polygon normals is at least this value will be treated as sharp and their shape will be preserved after remeshing.
Smoothing 1
Enable Smoothing 1 (enableSmoothingParm)
Smoothes the geometry, e.g. increasing the Iterations parameter will make sharp edges look rounder. Recommended values for Cutoff Frequency are 0.1 or 2.1. For more info on the parameters, please refer to the Smooth SOP node in the Houdini documentation.
Displacement
Enable Displacement (enableDispParm)
Enables displacement of the base shape. The type of displacement to use is set using Displacement 1, 2 and 3. Geometry Displacement displaces the base shape by moving its points along their normals with an amplitude determined by various noises. Volume Displacement 1 is similar to Geometry Displacement but is more suitable for displacing nonspherical geometry. The base shape is converted to a volume, displaced by various noises and then converted back to polygons. Volume Displacement 2 converts the base shape into a volume, surrounds it with randomly generated shapes, adds/subtracts those shapes to/from the base shape volume and then converts the volume back to polygons.
Displacement 1 (disp1Parm)
Set the first displacement type.
Displacement 2 (disp2Parm)
Set the second displacement type.
Displacement 3 (disp3Parm)
Set the third displacement type.
Remesh (disp1RemeshParm)
Remeshes the geometry after applying Displacement 1.
Remesh (disp2RemeshParm)
Remeshes the geometry after applying Displacement 2.
Remesh (disp3RemeshParm)
Remeshes the geometry after applying Displacement 3.
Remeshing
Remeshes the geometry so that it consists of triangles spread out more or less evenly. This allows you to apply remeshing after each of the displacements have been applied. Each displacement will use the same settings available under Remeshing. Note that this remeshing is separate from Remesh 1 and Remesh 2. For more info on the parameters, please refer to the Remesh node in the Houdini documentation.
Preserve Sharp Edges (remeshPreserveSharpEdgesParm2)
Preserve the shape of sharp edges.
Edge Angle (remeshEdgeAngleParm2)
Sets the angle limit for sharp edges. Any edges where the angle between the two polygon normals is at least this value will be treated as sharp and their shape will be preserved after remeshing.
Clipping
Enable Clipping (dispEnableClippingParm)
This is used to clip/cut the rock geometry to create a flat base and is useful for removing the part of the rock that is under the ground. Note that the normals cusp angle is set to 45 for the clipped area so that there’s no smoothing on the edges.
Clipping Origin (dispClippingOriginParm)
Sets the position of the clipping plane.
Clipping Direction (dispClippingDirParm)
Sets the direction of the clipping plane on the X, Y and Z axis. For example, values 0 1 0 will make the clipping plane lie on the XZ plane.
Apply Clipping After UV Coordinates (dispApplyClippingAfterUVsParm)
Applies the clipping after applying the UV coordinates instead of after the displacement. This can create cleaner UV coordinates but no UV coordinates will be applied to the clipped area.
Clipped Area Edge Length (dispClippedAreaEdgeLengthParm)
Sets the resolution of the clipped area. A lower edge length will give a higher resolution.
Fusing
Fuse Points (dispEnableFusePointsParm)
Fuses points according to Fuse Distance. This is usually not needed.
Fuse Distance (dispFuseDistanceParm)
Points that are at most this close to each other will be fused.
Geometry Displacement
Amount (geoDispAmountParm)
The global amount of geometry displacement to apply (affects all noises in this section).
Seed (geoDispSeedParm)
Randomizes all noises in this section.
Direction (geoDispDirectionParm)
Sets the displacement direction for each point. Point Normal displaces along the point normal. Average Neighbour Points Normal displaces along the average normal of the connected neighbour points. Average Surrounding Points Normal displaces along the average normal of the surrounding points (including both connected and unconnected points) which will improve displacement on geometry with sharp edges.
Average Normal Search Radius (geoDispAvgNSearchRadiusParm)
How far away from each point to search for surrounding point normals.
Average Normal Points to Search (geoDispAvgNPointsToSearchParm)
How many points to search around each point.
Adapt to Normal Difference (geoDispAdaptToNormalDiffParm)
Adapts the displacement to the difference between the point normal and the average normal of the surrounding points. If the difference between the normals is zero (i.e. the normals are parallel), the point will be fully displaced. If the difference is larger, the displacement amount will be lower. If the normals are perpendicular or the angle between them is larger than 90 degrees, no displacement will be applied. This will improve displacement on geometry with sharp edges.
Normal Difference Search Radius (geoDispAdaptToNormalDiffSearchRadiusParm)
How far away from each point to search for surrounding point normals.
Normal Difference Points to Search (geoDispAdaptToNormalDiffPointsToSearchParm)
How many points to search around each point.
Adapt to Curvature (geoDispAdaptToCurvatureParm)
Calculate the curvature of the base shape geometry, where flat geometry has low or zero curvature and curved geometry has higher curvature, and only displace those points which are equal to or below the curvature threshold. This can be useful on geometry with corners/edges (with high curvature), such as when the Base Shape type is set to Random Shape. With this you can set whether or not to displace the points on those edges. Note that when the base shape is a sphere, this setting will have no effect.
Visualize Curvature (geoDispVizCurvatureParm)
Shows the curvature on the geometry as black when zero and red when higher than zero.
Curvature Mode (geoDispCurvatureModeParm)
Sets which curvature value to compare to the threshold. Point Curvature compares the curvature value of each point to the threshold. Average Surrounding Points Curvature compares the average curvature of the surrounding points (including both connected and unconnected) to the threshold.
Curvature Minimum (geoDispCurvatureMinimumParm)
Only curvature values above this minimum will be kept. For example if it’s set to 5 then all points with a curvature value of less than 5 will have their curvature set to 0. All other points will keep their curvature values.
Curvature Maximum (geoDispCurvatureMaximumParm)
Sets the maximum allowed curvature a point can have, though it doesn’t necessarily mean that any point will have that value.
Curvature Smoothing Radius (geoDispCurvatureSmoothingRadiusParm)
How far away from each point to search for surrounding point curvature to calculate a smoothed curvature value.
Curvature Smoothing Points to Search (geoDispCurvatureSmoothingPointsToSearchParm)
How many points to search around each point to calculate a smoothed curvature value.
Curvature Threshold (geoDispCurvatureThresholdParm)
Points with a curvature value equal to or lower than the threshold will be displaced. For example if it’s set to 10, all points with a curvature value of 10 or lower will be displaced. All other points will keep their original position.
Average Curvature Search Radius (geoDispAvgCurvSearchRadiusParm)
When Curvature Mode is set to Average Surrounding Points Curvature, this sets the how far away from each point to get an average curvature value.
Average Curvature Points to Search (geoDispAvgCurvPointsToSearchParm)
When Curvature Mode is set to Average Surrounding Points Curvature, this sets how many points to search to calculate an average curvature value.
Enable Position Noise (geoDispEnablePosNoiseParm)
All displacement noises uses the position of each point to determine the noise value and displacement amount. By enabling position noise, a noise value is added to the position of each point before the displacement noise value is calculated. This can give interesting changes to the existing noises.
Noises
Please refer to the Houdini documentation for these noises. The following additions have been made to the standard noise parameters:
Use Position Noise: uses the position generated under Position Noise.
Amplitude: sets the height of the noise.
Seed: randomizes the noise values.
Set Coverage: modifies the noise value according to the Coverage and Depth parameters.
Coverage: controls how much of the rock surface will be covered by the noise.
Depth: controls how deep into (or out from) the rock surface the noise should go.
Volume Displacement 1
Amount (volDispAmountParm1)
The global amount of volume displacement to apply (affects all noises in this section).
Mode (volDispModeParm1)
When set to "Regular" it displaces the geometry as a volume. When set to "Surface Normal Direction" it will also displace the geometry as a volume but similarly to how geometry displacement works, i.e. it moves the surface in the direction of the surface normals.
Smoothing Radius (volDispSmoothDirRadParm1)
The number of voxels to run the smoothing operation over.
Smoothing Iteration (volDispSmoothDirIterParm1)
The number of times to apply the smoothing operation. Higher values will average out the direction of the displacement when "Mode" is set to "Surface Normal Direction".
Seed (volDispGlobalSeedParm1)
Randomizes all noises in this section.
Voxel Size (volDispVoxelSizeParm1)
The voxel size (resolution) used when converting the base shape to a volume.
Voxels to Expand (volDispVoxelsToExpandParm1)
This sometimes needs to be increased if the resulting geometry has holes in it or odd shapes/spikes. Quote from the Houdini documentation: "Expand the active area by the specified number of voxels.".
Exterior Band Voxels (volDispExteriorBandVoxelsParm1)
This sometimes needs to be increased if the resulting geometry has holes in it or odd shapes/spikes. Quote from the Houdini documentation: "Expand the active area by the specified number of voxels.".
Smoothing Iterations (volDispSmoothingIterParm1)
The amount of smoothing to apply to the volume.
Enable Position Noise (volDispEnablePosNoiseParm1)
All displacement noises uses the position of each voxel to determine the noise value and displacement amount. By enabling position noise, a noise value is added to the position of each voxel before the displacement noise value is calculated. This can give interesting changes to the existing noises.
Noises
Please refer to the Houdini documentation for these noises. The following additions have been made to the standard noise parameters:
Use Position Noise: uses the position generated under Position Noise.
Amplitude: sets the height of the noise.
Seed: randomizes the noise values.
Set Coverage: modifies the noise value according to the Coverage and Depth parameters.
Coverage: controls how much of the rock surface will be covered by the noise.
Depth: controls how deep into (or out from) the rock surface the noise should go.
Volume Displacement 2

Tip
If no geometry is visible when you enable Volume Displacement with Mode set to Subtract, try lowering the number of displacement shapes or lowering their scale.
Mode (volDispModeParm2)
Add or subtract the displacement shapes to/from the base shape.
Voxel Size (volDispShapeVoxelSizeParm2)
The voxel size (resolution) used when converting the base shape to a volume.
Voxel to Expand (volDispVoxelExpandParm2)
This sometimes needs to be increased if the resulting geometry has holes in it or odd shapes/spikes. Quote from the Houdini documentation: "Expand the active area by the specified number of voxels.".
Exterior Band Voxels (volDispExteriorBandVoxelsParm2)
This sometimes needs to be increased if the resulting geometry has holes in it or odd shapes/spikes. Quote from the Houdini documentation: "How many voxels outside the surface to fill in the generated VDB.".
Interior Band Voxels (volDispInteriorBandVoxelsParm2)
This sometimes needs to be increased if the resulting geometry has holes in it or odd shapes/spikes. Quote from the Houdini documentation: "How many voxels inside the surface to fill in the generated VDB".
Smoothing Iterations (volDispSmoothingIterParm2)
The amount of smoothing to apply to the volume.
Displacement Shape
The shape that’s used to add to/subtract from the base shape.
Source (volDispShapeSourceParm2)
The type of shape to use.
Number of Shapes (volDispShapeVariationsParm2)
The number of shapes to surround the base shape with.
Placement Seed (volDispShapePlacementSeedParm2)
Randomizes the placement of the shapes.
Scale (volDispShapeScaleParm2)
The scale of each shape.
Position (volDispShapePositionParm2)
The position of all shapes as a whole.
Scale Positions (volDispShapeScalePositionsParm2)
Scales the position of all shapes as a whole, i.e. the shapes will be moved outwards from or inwards towards the base shape. The scale of the individual shapes will not be changed.
Rotation (volDispShapeRotationParm2)
The rotation of all shapes as a whole.
Shape Noise
The noise to apply to each shape. Please refer to the Houdini documentation for the Mountain SOP node.
Crystals
Enable Crystals (enableCrystalssParm)
Creates crystals on top of the rock.
Flatten Rock (crystalsFlattenRockParm)
Flattens the rock before adding the crystals.
Flatten Amount (crystalsFlattenRockGeoAmountParm)
Determines how much the rock will be flattened.
Area Size (crystalsAreaSizeParm)
The size of the area on the rock where the crystals will be added.
Position (crystalsPositionParm)
Moves the crystals in their "growth" direction outwards from or inwards towards the rock.

Note
When changing the position of crystal type 3 (which is a cluster of one larger and several smaller crystals) it will move in the direction of the large crystal.
Scale Positions (crystalsScalePositionsParm)
The scaled position of all crystals as a whole, i.e. the crystal area will be moved outwards from or inwards towards the rock. The scale of the individual crystals will not be changed.
Individual Scale (crystalsIndividualScaleParm)
The scale of individual crystals.
Number of Crystals (numberOfCrystalsParm)
The number of crystals to create.
Placement Seed (crystalsPlacementSeedParm)
Randomizes the placement of the crystals.
Crystal Type 0 (crystalType0WeightParm)
Sets the probability of crystal type 0 to be created.
Crystal Type 1 (crystalType1WeightParm)
Sets the probability of crystal type 1 to be created.
Crystal Type 2 (crystalType2WeightParm)
Sets the probability of crystal type 2 to be created.
Crystal Type 3 (crystalType3WeightParm)
Sets the probability of crystal type 3 to be created. This is a cluster of one large and several smaller crystals.
Crystal Type 4 (crystalType4WeightParm)
Sets the probability of crystal type 4 to be created.
Combine Crystals (combineCrystalsParm)
Converts the crystals to a single mesh. When this parameter is off, each crystal will have a separate mesh.
Combination Mode (crystalsCombinationModeParm)
Combine the crystals using either a geometric Boolean union or a volumetric conversion.
Geometric
Combines the crystals using a Boolean union. Note that this mode can sometimes fail to combine some crystals and those will be therefore be discarded, so you might notice that the number of crystals are fewer than when using the Volumetric mode or when not combining at all.
Pros: maintains the sharpness of the original crystals.
Cons: can be much slower than the Volumetric mode and can discard some crystals.
Volumetric
Combines the crystals by first converting them to a volume and then converting the volume to polygons.
Pros: faster than the Geometric mode and can retain all crystals.
Cons: doesn’t retain the sharpness of the original crystals as well as the Geometric mode.
Combine Crystals and Rock (combineCrystalsAndRockParm)
Converts the crystals and the rock to a single mesh using a volumetric conversion. When this parameter is off, the crystals will be separate from the rock.
Sharpen (sharpenCrystalsParm)
Sharpens the edges of the crystals when Combine Crystals is enabled.
Voxel Size (crystalsVoxelSizeParm)
The voxel size (resolution) to use when combining the crystals (and rock) into a single mesh.
Voxels to Expand (crystalsVoxelsToExpandParm)
This sometimes needs to be increased if the resulting geometry has holes in it. Quote from the Houdini documentation: "Expand the active area by the specified number of voxels.".
Exterior Band Voxels (crystalsExteriorBandVoxelsParm)
This sometimes needs to be increased if the resulting geometry has holes in it. Quote from the Houdini documentation: "How many voxels outside the surface to fill in the generated VDB.".
Interior Band Voxels (crystalsInteriorBandVoxelsParm)
This sometimes needs to be increased if the resulting geometry has holes in it. Quote from the Houdini documentation: "How many voxels inside the surface to fill in the generated VDB".
Transformation 2
Enable Transformation 2 (enableTransformationParm2)
Perform additional transformations on the geometry.
Center on Origin (centerOnOriginParm2)
Translate the geometry so that its center is at the origin.
Translate to Ground (translateToGroundParm2)
Translate the geometry so that its lowest point is at the ground (Y = 0).
Remesh 2
Enable Remesh 2 (enableRemeshParm2)
Remeshes the geometry so that it consists of triangles/quadrangles spread out more or less evenly. For more info on the parameters, please refer to the Remesh node in the Houdini documentation.
Mode (remeshModeParm2)
Fixed Length will set an equal triangle density over the geometry. Adaptive will increase the triangle density over curved areas. Volume will convert the geometry to a volume and then to quad polygons.
Preserve Sharp Edges (remeshPreserveSharpEdgesParm2)
Preserve the shape of sharp edges.
Edge Angle (remeshEdgeAngleParm2)
Sets the angle limit for sharp edges. Any edges where the angle between the two polygon normals is at least this value will be treated as sharp and their shape will be preserved after remeshing.
Include Crystals (remeshIncludeCrystalsParm2)
Remeshes the crystals as well.
Polygon Reduction
Enable Polygon Reduction (enablePolygonReductionParm)
Reduces the amount of polygons but keeps the overall shape. Useful when generating rocks to be used in games. The geometry will also be converted to triangles. For more info on the parameters, please refer to the PolyReduce SOP node in the Houdini documentation.
Smoothing 2
Enable Smoothing 2 (enableSmoothingParm2)
Smoothes the geometry, e.g. increasing the Iterations parameter will make sharp edges look rounder. Recommended values for Cutoff Frequency are 0.1 or 2.1. For more info on the parameters, please refer to the Smooth SOP node in the Houdini documentation.
UV Coordinates
Enable UV Coordinates (enableUVCoordsParm)
Creates UV coordinates for the rock.
Mode (uvModeParm)
Sets how to create the UV coordinates. The number of UV islands created by Unwrap depends on the base shape. Flatten will create 4 islands and Pelt will create 1 island. For info on the parameters, please refer to the UV Unwrap, UV Flatten and UV Pelt nodes in the Houdini documentation.
Rotate Seams (uvRotateSeamsParm)
Rotates the seams that are used by the Flatten and Pelt modes.
Visualize Seams (uvVisualizeSeamsParm)
Shows small spheres where the UV seams start/end and adds color to the seams. The seams will look different depending on if the UV mode is Flatten or Pelt.
Transformation 3
Enable Transformation 3 (enableTransformationParm3)
Perform additional transformations on the geometry.
Center on Origin (centerOnOriginParm3)
Translate the geometry so that its center is at the origin.
Translate to Ground (translateToGroundParm3)
Translate the geometry so that its lowest point is at the ground (Y = 0).
Drop to Ground (dropToGroundParm3)
Drops the rock to the ground by using a rigid body dynamics simulation and also centers it.

Note
If you enable this and then change any other parameters (such as displacement) you need to click on Resimulate otherwise you won’t see the changes you've made.
Drop Before Transforms (dropBeforeTransformsParm3)
Applies the simulation before the transforms.
Simulation Length (dropToGroundSimLengthParm3)
Specifies the frame length of the dynamics simulation. You need to increase this value until the rock settles on the ground. Try values around 100 or higher.
Resimulate (dropToGroundResimulateParm3)
Resets and runs the dynamics simulation again. Click this when you've made changes to the geometry.
Cache
Mode (cacheModeParm)
Cache geometry down to and including what’s selected here. For example if you select Displacement, all of the geometry generated by the settings under Base Shape, Transformation 1, Remesh 1 and Displacement will be cached in memory. Note that the caches will remain in memory even if you disable them, until you click on Clear Cache.
Clear Cache (clearCacheParm)
Clear the cache from memory.
Texture
In this section you can apply a procedural texture which can be rendered in Mantra or baked to a file for use in other programs.
Type (textureTypeParm)
The texture to apply.
Disabled
No texture will be applied.
UV Grid Texture
Apply a UV grid texture for visualizing the UV coordinates.
Baked Texture
Apply a baked texture (default) or any texture file.
Procedural Texture
Apply a builtin procedural texture.
Texture Map (textureMapParm)
By default this field is set to the file created when baking the texture but you can change this to any other file.
Procedural Texture (proceduralTextureParm)
The procedural texture to apply.
Rock 1
A basic rock texture with parameters for colors and noises.
Baking
Render to Disk (renderTextureToDiskParm)
Render the procedural texture to a file. Note that you need to enable UV coordinates first. To see the progress of the render, open the Scheduler.
Resolution (bakedTextureResolutionParm)
The resolution of the image file.
Post Process (bakedTexturePostProcessParm)
Removes seams in the baked texture by expanding pixels outside the UV boundaries.
Border Expansion
Quote from the Houdini documentation: "Does a flood fill on the image and expands the boundary of each UV island."
Fill Background With Average Color
Quote from the Houdini documentation: "Does a simple fill of empty space using the average of all valid pixels in the texture image.".
Additional Pixels at Border (bakedTextureAdditionalPixelsAtBorderParm)
Quote from the Houdini documentation: "The number of pixels to expand UV islands, when Post Process is Border Expansion.".
Output Image (bakedTextureOutputImageParm)
Specifies the output path for the baked texture.
Output PNG (bakedTextureOutputPNGParm)
Save the rendered texture to an additional PNG file.
Output
Normals Cusp Angle (normalsCuspAngleParm)
Sets the vertex normals cusp angle threshold (in degrees) on the rock. If the angle between polygons is lower than this, they will be smoothed otherwise they will be cusped.
Enable Groups (outputEnableGroupsParm)
Put the rock and crystals in separate groups.
Enable Collision Geometry (outputEnableCollisionGeoParm)
Surrounds the rock and crystals with low resolution collision geometry that works with game engines.
Simplify Collision Geometry (outputSimplifyColGeoParm)
Decreases the number of polygons in the collision geometry.
Scale Collision Geometry (outputScaleColGeoParm)
Scales the collision geometry.