Surfaces
The 3D geometry family — meshes, materials, deformers, topology, lights, and cameras — and how a surface chain is built.
Surface operators build and render 3D geometry inside the node graph. They pass a Surface payload between them: geometry, materials, and lights travelling together down the chain.
Press Tab in the node graph and open the Surfaces tab.
The minimum chain
Two nodes:
Primitive ──► OutputA surface operator wired straight into the Output node renders itself. No camera and no light are required — Auragen supplies a default orbit camera and a key light when the chain carries none.
The full shape of a surface chain is:
Mesh or Primitive → Material → Deformers → Lights → Environment → Camera → OutputEvery step after the first is optional.
How deformers attach
Deformers and topology operators declare a Surface in and a Surface out, but they do not process the geometry where they sit. The mesh gathers them by walking forward from its own output.
The practical consequence: a deformer can hang off a mesh as a dead-end branch and still apply. It does not have to sit on the path to the Output node.
A wire has to land on a main chain input to count. Side ports — Origin Object, cloth Colliders, a camera's Target — are ignored by that walk on purpose.
Geometry
| Operator | Inputs | What it does | Key parameters |
|---|---|---|---|
| Primitive | Material, Origin Object | Ten parametric shapes: sphere, box, plane, torus, cylinder, cone, capsule, torus knot, disc, ring. | Shape, Radius or Width/Height/Depth, Subdivisions |
| Mesh | Material, Origin Object | Loads an OBJ, FBX, or GLB, with embedded animation playback. | 3D Model, Fit to Unit Size, Animation Clip |
| Image Plane | Image, Material | Turns a texture into an aspect-correct plane in 3D, unlit by default. | Blend Mode, Size, Lit |
| Extrude | Vectorizer In, Material | Turns a Vectorizer's paths into a real extruded mesh. | Depth, Bevel, Curve Segments |
| 3D Graph | Material | Rebuilds the node graph itself as extruded geometry. | Extrusion Depth, Wire Radius |
| Reflector | Origin Object | A planar mirror that re-renders the scene from a mirrored camera. | Width, Reflection Quality, Tint |
| Kinect Mesh | Kinect Source, Mask, Material | Triangulates a live Kinect depth stream into a coloured mesh. | Mesh Resolution Scale, Depth Scale |
| Merge | Surface 1, 2, … | Combines any number of branches into one payload and applies a group transform. | Position X/Y/Z, Uniform Scale |
| Null | Surface 1, 2, … | A transform group. It publishes its frame even with nothing wired, so it works as an invisible parent. | Position X/Y/Z, Rotate Heading, Uniform Scale |
Point any operator's Origin Object port at a Null to parent it. Nulls nest.
Materials
Material applies PBR shading to everything flowing through it. It has texture inputs for Diffuse Color, Roughness, Metallic, Normal, AO, Emissive, and Specular, plus a Mapping slot.
Glass Material does physically-based transmission with real refraction, dispersion, and absorption. Key parameters: IOR, Transmission, Aberration. Glass reads correctly without an Environment operator because a built-in studio environment is applied when the chain carries none.
Mapping has no inputs. It chooses how a material's maps project onto geometry — UV, planar, cubic, spherical, normal, perspective, or equirectangular — and plugs into a material's Mapping slot.
Put a Material after a Merge to style every branch at once, or before it to style branches separately.
Deformers
Every deformer carries a shared Field block — Field, Field Shape, Field Size, Falloff, Invert Field, Field Follows Mouse — plus a Field Image input, which limits where it acts.
| Operator | What it does | Key parameters |
|---|---|---|
| Transform Deformer | A rigid move, rotate, and scale of the vertices. | Move X/Y/Z, Rotate Heading, Uniform Scale |
| Noise Displace | Displaces along normals by animated 3D noise. | Amount, Scale, Speed |
| Texture Displace | Displaces by a wired texture's luminance. | Amount |
| Curl Noise | Divergence-free swirling displacement. | Amount, Scale, Speed |
| Turbulence | Fractal turbulent displacement. | Amount, Scale, Speed |
| 3D Plasma | Spiky animated plasma displacement. | Amplitude, Frequency, Spikiness |
| Twist / Bend / Taper / Shear | Progressive rotation, arc, cross-section scaling, and skew about the operator axis. | Twist, Bend, Taper, Shear X/Z |
| Wave / Ripple | Animated sine ripple across the surface. | Amount, Frequency, Speed |
| Ripple (Expanding) | A radial ripple travelling outward with distance decay. | Amplitude, Speed, Distance Decay |
| Sine | Single-axis sine displacement. | Amount, Frequency, Speed |
| Ocean Wave | Gerstner ocean swell with choppiness. | Amplitude, Wavelength, Choppiness |
| Inflate / Spherify / Bulge | Push along normals, blend toward a sphere, radial bulge or pinch. | Inflate, Amount, Radius |
| Flatten (Plain) / Push | Collapse toward a plane, or push along a fixed direction. | Amount, Plane Height, Direction X/Y/Z |
| Quantize | Snaps vertices to a 3D grid, with smoothing. | Grid Step, Smoothing |
| Distortion / Glitch | Banded, time-quantized glitch displacement. | Amount, Band Scale, Time Quantize |
| Bevel | Rounds box-like corners. It adds no topology, so it only helps box-shaped meshes. | Box Size, Bevel Radius, Amount |
| Mirror | Folds the domain across an axis. Expect a shading seam at the fold. | Mirror Axis |
| Slice | Cuts the mesh into periodic bands. | Slice Axis, Period, Slice Width |
| Cull | Collapses geometry outside or inside the field region. | Boundary Inset, Field |
| Colour Ramp | Writes vertex colours from a gradient driven by height, distance, or noise. | Drive By, Cycles, Interpolation |
| Particle Deformer | Live particles dent or attract the mesh. | Strength, Radius, Mode |
| Audio (FFT) | Displaces by a chosen frequency band's live level. | Band, Gain, Amplitude |
| Cloth Deformer | A real cloth solver. The only deformer that carries state. | Simulate, Gravity, Pin Mode |
Force Affector is a chainable force field — directional, repel, attract, vortex, turbulence, or wind. It does nothing on its own; wire it into a Cloth Deformer's Force Affectors input.
Topology
| Operator | What it does | Key parameters |
|---|---|---|
| Subdivide | Adds resolution. | Levels |
| Smooth | Laplacian relaxation of vertex positions. | Iterations, Strength |
| Decimate | Reduces triangle count. | Reduce Amount |
| Extrude Faces | Insets and extrudes faces, optionally at random and in clusters. | Offset, Inset, Random Extrude |
| Separate Faces | Detaches each face and moves it independently. | Offset, Face Contraction |
| Wireframe | Turns every edge into a tube and every vertex into an optional joint. | Edge Width, Show Joints, Hide Flat Edges |
| Flip Polygons | Reverses winding and normals. It has no field or transform block. | — |
Lighting
| Operator | What it does | Key parameters |
|---|---|---|
| Light | A point light appended to the chain. | Intensity, Range, Cast Shadows |
| Directional Light | A sun-style infinite light aimed by a direction vector. | Direction X/Y/Z, Intensity, Cast Shadows |
| Area Light | A rectangular area light with an image gobo that also shows on the visible panel. | Width / Height, Brightness, Projection Map Amount |
| Environment | Sets image-based lighting from an HDRI, a wired image, or the built-in studio setup, plus an optional skybox. | Source, Env Intensity, Show Skybox, Sun Rotation X/Y/Z |
Environment casts a sun shadow of its own. Sun Rotation X / Y / Z aim that sun in degrees, which is easier than editing the Sun Direction vector by hand, and it moves the shadow without turning the sky. The three controls appear once Cast Shadows is on. Sky shadows default much softer than a direct light's, because a sky is a large soft source rather than a point.
Cameras
Camera renders the accumulated payload to a texture and outputs Output and Depth. It has Target and Focus Target inputs and a depth-of-field block. Key parameters: Mode, Distance, FOV.
UV Camera draws the mesh's UV unwrap filled with the material's base colour map. It bypasses deformers and lights. Key parameters: Zoom, Flip Vertical.
Troubleshooting
A deformer does nothing on a loaded model — deformers and the Material operator do not apply to rigged or animated model meshes. Only a trailing run of Transform Deformers is folded in.
Merged branches sit inside each other — give each branch its own Position before the Merge.
Two different Opacity controls — Image Plane and Material each have their own, and neither is the node's universal composite opacity.