This is a locator node that shows the mapping information and location needed to apply the cMuscleDisplay geometric or shader-based deformation effects.
The following are the various attributes for the cMuscleDisplace node:
For Planar and Cylindrical modes this sets the falloff distance the plane or cylinder has. As the displace node approaches the surface, the displace effect occurs. As it moves away, the effect falls off. This value sets how far it has to move before the effect diminishes to nothing. For Curves mode, this sets the distance from the curve that the displacement falls off from.
Push Mode
Sets the way the displacement occurs. This only affects deformation-based displacement, not render/shader displacement.
The order in which you connect cMuscleDisplace nodes matters, as each displace effect is calculated one after the other. Since each displace can affect the mesh, the deformer needs to determine how to combine the two nodes. The default “max” mode takes whichever displacement node and amplitude would push the point the most. This more closely matches how sliding effects work, as whichever node would have the largest effect is how the points end up moving. The “add” mode combines both displacements, always adding the effect of the displace node onto the existing displacement.
In the image below, two displace nodes exist with a soft white square for the image map causing a box to push out. In “max” mode, you can see that whichever is higher causes the points to move out. In “add” mode, the effect of the displace is doubled where the boxes overlap.
For cylindrical modes, sets the visible number of spans/detail on the cylinder. It has no effect on the actual displacement computation.