MODO 10.2 Texture Falloff Node
MODO 10.2 includes a new falloff node for use with procedural modeling (and deformation) called the 'Texture Falloff' node. How does it work? It's pretty simple really, all Falloff Nodes (Radial, Spline, Capsule, etc) can have their effect multiplied by a texture. However, the texture is always contained 'within' the threshold of the Falloff shape (for instance, a checker texture on a Radial Falloff is always 'contained' within the radius of the Radial Falloff). The 'Texture Falloff Node' is applied globally. That is - the texture isn't constrained within a particular falloff shape, it exists 'everywhere' in the scene.
I put it to use in the video below to create a sort of abstract animated mesh. It can be used with any MeshOp or Deformer that accepts a falloff though, so you can effectively limit the effect of any falloff or deformer with any kind of texture.
Take a look at the video below then go out and have a play with the new 'Texture Falloff Node' in MODO 10.2.v1.