Morph fields

A field that is a living, continuous blend between two different things — so the in-between states are real shapes, not a cross-fade.

What it is

A morph field is a formula that smoothly blends one thing into another: a curve melting into a volume, a mesh softening into a blob, one shape becoming a completely different shape.

Unlike a dissolve or an opacity cross-fade — where you just see two pictures overlapping — a morph field computes a genuine in-between surface at every blend amount. At the halfway point you get a real, solid shape that is half-curve, half-volume. You can light it, render it, and keep working with it like any other shape.

It does this by treating both sources as a Distance Field (a formula that knows how far any point is from the surface), blending those two formulas, and reading off the new surface. Surface colour, roughness, and metallic are sampled from both sources and blended by the same amount, so the look travels across too.

Like every field, a morph is a formula evaluated at every point, not stored geometry. It has no vertices and no voxels until something downstream asks for them.

When to reach for it

How to use it

A morph has two source inputs (A and B) and a single blend amount from 0 to 1:

To animate the transformation, drive that blend amount over time — keyframe it, wire it to a signal, or feed it from any value that travels from 0 to 1. The morph re-evaluates continuously, so the motion is smooth at every frame.

Easing the blend amount through a Gradient gives the transformation a much more natural feel than a straight linear ramp.

Gotcha

A morph blends across two different kinds of thing, which is heavier than a plain Mix between two like values. Each source has to be turned into a distance field first, and the result has no instant GPU form — when you render it, DNA automatically converts it into a Volume (or into a mesh when a downstream node needs solid geometry).

Volume and mesh sources are prepared on the CPU for morphing. Very high-resolution sources make the morph slower to cook, so keep source detail reasonable and bake the result once you're happy with the transition.

See also