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Mesh

Mesh nodes: Read, Sample, Write, Operations, Primitives, Topology….

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Read

Add menu - Mesh - Read

Add menu - Mesh - Read
Add menu - Mesh - Read

Nodes to modify the mesh geometry.

Edge Angle

Edge Angle

Calculates the angle in radians between two faces that meet at an edge. Without two faces on the edge, the angle will be 0.

Outputs
EntryWhat it does
Unsigned AngleThe unsigned output angle. The shortest angle will be picked.
Signed AngleThe signed angle between the two faces, where Convex angles are positive and Concave angles are negative. This calculation is slower than the unsigned angle.

Edge Neighbours

Edge Neighbours

Outputs the number of faces connected to each edge.

Outputs
Face Count

The number of faces.

Edge Vertices

Edge Vertices

Outputs the index and position of the two vertices that defines an edge. Index outputs an integer. Position a vector.

Outputs
EntryWhat it does
Vertex Index 1The index of the first vertice.
Vertex Index 2The index of the second vertice.
Position 1The position of the first vertice.
Position 2The position of the second vertice.

Edges to Face Group

Edges to Face Group
Edges to Face Group

Group Faces into regions, surrounded by the selected boundary edges.

EntryWhat it does
InuputsBoundary Edges: The input edges.
OutputsFace Group ID: The output face group.

Face Area

Face Area

Gives each face area a unique id. Which can be used in a capture attribute for example, to create instances of other geometry to this now unique face areas.

Outputs
Area

The face area output.

Face Group Boundaries

Face Group Boundaries

Find edges on the boundaries between face sets

EntryWhat it does
Inputs—
Face SetThe input face sets to calculate the boundaries from.
OutputsBoundary Edges: The edges that lies on the boundaries between the different face sets · Face Count: The face count for the face neighbors.

Face Neighbours

Face Neighbours

Outputs the number of vertices or faces connected to each face.

Outputs
EntryWhat it does
Vertex CountThe vertex count for the face neighbors.
Face CountThe face count for the face neighbors.

Is Face Planar

Is Face Planar

Returns true if all of the points of the evaluated face are on the same plane.

EntryWhat it does
InputsThreshold: The threshold to consinder the points to be at the same plane.
OutputsPlanar: True if the face is planar.

Is Face Smooth

Is Face Smooth

Retreives if the face is shaded smooth.

Outputs
Smooth

Smooth output.

Is Edge Smooth

Is Edge Smooth

Retreives if the edge is shaded smooth.

Outputs
Smooth

Smooth output.

Mesh Island

Mesh Island

Outputs a separate index for each mesh island. The indices are based on the order of the lowest-numbered vertex in each island.

Outputs
EntryWhat it does
Index IndexThe index output.
Island CountThe count output.

Shortest Edge Path

Shortest Edge Path

Calculates the shortest path from multiple start points.

EntryWhat it does
InputEnd Vertex: The last point of the path. · Edge Cost: The amount of calculation to find the shortest path.
OutputsNext Vertex Index: The vertices index of the shortest path. · Total Cost: The calculation amount.

Vertex Neighbors

Vertex Neighbors

Outputs the number of vertices or faces connected to each vertex.

Outputs
EntryWhat it does
Vertex CountThe vertex count for the vertex neighbors.
Face CountThe face count for the vertex neighbors.

Sample

Add menu - Mesh - Sample

Add menu - Mesh - Sample
Add menu - Mesh - Sample

Nodes to modify the mesh geometry.

Sample Nearest Surface

Sample Nearest Surface

Calculate the interpolated value of a mesh attribute on the closest point of its surface.

Inputs
EntryWhat it does
MeshInput mesh.
ValueThe value to calculate.
Group IDIs evaluated on the face domain, and splits the input mesh into multiple parts, each with its own id.
Sample PositionThe sample position to calculate.
Sample Group IDDetermines in which group the closest nearest surface is detected.
Properties
Data Type
Data Type

Which data to calculate.

Outputs
EntryWhat it does
ValueThe output value.
Is ValidWether the sampling was successful. It is false when the sampled group is empty.

Sample UV Surface

Sample UV Surface

Calculate the interpolated value of a mesh attribute at a UV coordinate.

Inputs
EntryWhat it does
MeshInput mesh.
ValueThe value to calculate.
Source UV MapThe input UV map.
Sample UVThe sample position to calculate.
Properties
Data Type
Data Type

Which data to calculate.

Outputs
EntryWhat it does
ValueThe output value.
Is ValidWether the node could find a single face to sample at the uv coordinate.

Write

Add menu - Mesh - Write

Add menu - Mesh - Write
Add menu - Mesh - Write

These are nodes for working with Mesh data.

Set Mesh Normal

Set Mesh Normal

The Set Mesh Normal node is used to modify custom normals on a mesh, providing control over shading smoothness and surface appearance. This is useful for adjustingnormalsmoothness, sharp edges, and tangent-based effects

Input
Mesh

Input mesh.

Properties
Mode
Mode
Sharpness
Sharpness

Controls the intensity of edge sharpness. Higher values create stronger shading contrasts between faces.

Store the sharpness of each face or edge. Similar to the "Shade Smooth" and "Shade Flat" operators.

EntryWhat it does
Remove CustomRemoves custom normals previously set by the user on the original mesh data when enabled.
Edge SharpnessSets the normal sharpness to the edge domain to “flat”.
Face SharpnessSets the normal sharpness to the face domain to “flat”.
Free
Free

Allows direct manipulation of normals as free vectors, rather than constrained by geometry. Useful for custom shading effects and non-destructive normal adjustments.

Domain

Domain

Attribute domain to store the free custom normals.

  • Point
  • Face
  • Face Corner

Note: Default object normals are stored to Facecorner, this will “pass-through” the normal data. Face normals will make “flat” sharp edges.

Tangent Space
Tangent Space

Adjusts normals relative to the surface tangentto store the source meshes normals.Storesnormals in a deformation dependent custom transformation space.

Note: This method is slower, but can be better when subsequent operations change the mesh without handling normals specifically.

Custom Normal

Vector Field based on the normal.

Outputs
Geometry

Geometry output.

Got it! Here's the documentation for the Set Mesh Normal node:

Set Shade Smooth

Set Shade Smooth

Retrieves if the geometry is shaded smooth.

Input
EntryWhat it does
GeometryInput mesh.
SelectionA selection of the input mesh.
Shade SmoothSet the shading to smooth.
Properties
Domain
EntryWhat it does
EdgeSet Edge to smooth.
FaceSet Face to smooth
Outputs
Geometry

Geometry output.

Operations

Add menu - Mesh - Operations

Add menu - Mesh - Operations
Add menu - Mesh - Operations

Nodes to modify the mesh geometry.

Dual Mesh

Dual Mesh

The Dual Mesh node calculates the dual of the input mesh. This means that faces get replaced with vertices and vertices with faces.

EntryWhat it does
InputsMesh: The input mesh. · Keep Boundaries: Keep the (non-manifold) boundaries of the mesh intact.
OutputsDual Mesh: The output mesh.

Edge Paths to Curves

Edge Paths to Curves
Edge Paths to Curves

Converts Edge Paths to Curves.

EntryWhat it does
InputsMesh: The input mesh. · Start Vertices: The start vertices of the edge path. · Next Vertex Index: The edge path by index.
OutputsCurves: The output curve.

Edge Path to Selection

Edge Path to Selection
Edge Path to Selection

Calculates an edge path, and converts it to a selectoin

EntryWhat it does
InputsStart Vertices: The start vertices of the edge path. · Next Vertex Index: The edge path by index.
OutputsSelection: The selection

Extrude Mesh

Extrude Mesh

Extrudes out geometry at the selection by a given amount.

Inputs
EntryWhat it does
MeshThe input mesh.
SelectionA selection of the mesh.
OffsetThe offset amount.
Offset ScaleThe offset scale. Without an offset this is equal the amount.
IndividualJust Faces mode. Extrude out individual faces.
Properties
Properties
Mode

What kind of elements to extrude out. Vertices, Edges or Faces.

Outputs
EntryWhat it does
MeshThe output mesh.
TopThe top elements of the extrusion.
SideThe side elements of the extrusion.

Flip Faces

Flip Faces

Flips the winding order of the selected faces.

Blender developers decided not to call it Flip Normals. Since "normals are
derived data, changing them is only a side effect." However, what the node does is in fact to flip the normals.

EntryWhat it does
InputsMesh: The input mesh. · Selection: A selection of the input mesh.
OutputsDual Mesh: The output mesh.

Mesh Boolean

Mesh Boolean

The Boolean Node allows you to cut, subtract, and join the geometry of two inputs. This node offers the same operations as the Boolean modifier.

Inputs
EntryWhat it does
Mesh 1Standard geometry input.
Mesh 2Standard geometry input.
Self IntersectAllow self intersection.
Hole TolerantAllow holes.
Properties
Operation
Operation

The boolean operation.

EntryWhat it does
IntersectProduce a new geometry containing only the volume inside of both geometry 1 and geometry 2.
UnionThe two input pieces of geometry are joined, then any interior elements are removed.
DifferenceGeometry 2 is subtracted from geometry 1 (everything outside of geometry 2 is kept).
Solver
Solver
EntryWhat it does
FloatSimple solver for the best performance. Does not support overlapping geometry.
ExactExact solver for the most accurate result.
ManifoldFastest solver with best result, but only works on manifold meshes.
Output
EntryWhat it does
GeometryStandard geometry output.
Intersecting EdgesOutputs the intersecting edges.

Mesh to Curve

Mesh to Curve

Converts a mesh geometry to a curve geometry.

EntryWhat it does
InputsMesh: Input mesh. · Selection: A selection of the input mesh.
PropertiesMode: Edges or Faces.
OutputsCurve: Standard curve output.

Mesh to Density Grid

Mesh to Density Grid
Mesh to Density Grid

Converts a mesh geometry to a curve geometry.

EntryWhat it does
InputsMesh: Input mesh. · Density: Mesh density. · Voxel Size: The vodel size. · Gradient Width: The width of the gradient.
OutputsDensity Grid.: Density Grid output.

Mesh to Points

Mesh to Points

Converts a mesh geometry to a point geometry.

Inputs
EntryWhat it does
MeshInput mesh.
SelectionA selection of the input mesh.
PositionThe position of the points.
RadiusThe radius of the points
Properties
Mode
Mode

What geometry to convert to points.

Outputs
Curve

Standard curve output.

Mesh to SDF Grid

Mesh to SDF Grid
Mesh to SDF Grid

Converts a mesh geometry to a curve geometry.

EntryWhat it does
InputsMesh: Input mesh. · Voxel Size: The vodel size. · Band Width: The width of the band.
OutputsDensity Grid.: Density Grid output.

Mesh to Volume

Mesh to Volume

Converts a mesh geometry to a Volume.

Inputs
EntryWhat it does
MeshInput mesh.
DensityThe density of the volume
Resolution Mode
Resolution Mode

How to calculate the volume. Based of the size or based at the amount.

EntryWhat it does
Voxel Amount / Voxel SizeThe voxel amount / the voxel size.
Interior BandwidthWhere to start the calculation inside of the volume.
Outputs
Volume

The volume output.

Scale Elements

Scale Elements

Allows to scale the selected elements.

Inputs
EntryWhat it does
GeometryStandard geometry input.
SelectionA selection of the geometry.
ScaleThe scale factor
CenterThe center of the scaling.
Scale Mode
Scale Mode

Uniform scales uniformly in all three world coordinates.

Single Axis scales separately in the single axis.

Axis
Axis

Scale Mode Single axis only. Scale the selection separately along its single axis.

Properties
Domain
Domain

What kind of elements to scale.

Outputs
Geometry

The output geometry.

Split Edges

Split Edges

Splits the edges of the geometry.

Note that splitting edges breaks the mesh topology.

EntryWhat it does
InputsMesh: Input mesh. · Selection: A selection of the input mesh.
OutputsMesh: Standard Mesh output.

Subdivide Mesh

Subdivide Mesh

Subdivides the geometry by a simple division.

EntryWhat it does
InputsGeometry: Standard geometry input. · Level: To which degree the geometry will be deformed.
OutputsGeometry: Standard geometry output.

Subdivision Surface

Subdivision Surface

The Subdivision Surface node subdivides the geometry using Catmull-Clark deformation.

Inputs
EntryWhat it does
MeshStandard geometry input.
LevelTo which degree the geometry will be deformed.
Edge CreaseControl how smooth edges should be with Weighted Edge Creases.
Vertex CreaseControl how smooth edges should be with Weighted Vertex Creases.
Limit SurfacePlace the vertices at the surface as if it would be infinite subdivided. This results in the smoothest possible shape.
UV Smooth
UV Smooth

The methbod to deal with smoothing the UV.

Boundary Smooth
Boundary Smooth

Controls if open boundaries and corners are smooth.

Outputs
Geometry

Standard geometry output.

Triangulate

Triangulate

The Triangulate node triangulates all faces in a mesh.

Inputs
EntryWhat it does
GeometryStandard geometry input.
Minimum VerticesMinimum number of vertices a face must have to be triangulated. For example, setting this value to 5, will prevent triangulation of Quads and only triangulate N-gons.
Properties
Quad Method
Quad Method

A quad is a polygon with four edges.

EntryWhat it does
BeautySplit the quads in nice triangles, slower method.
FixedSplit the quads on their 1st and 3rd vertices.
Fixed AlternateSplit the quads on their 2nd and 4th vertices.
Shortest DiagonalSplit the quads based on the shortest diagonal distance between their vertices.
Longest DiagonalSplit the quads based on the longest diagonal distance between their vertices.
Polygon Method
Polygon Method

Meant are N-Gons. Faces with more than four edges. Tris, Quads and N-Gons are all Polygons.

EntryWhat it does
BeautyArrange the new triangles nicely, slower method.
ClipSplit the polygons using an ear-clipping algorithm (gives similar results to the tessellation used for the viewport rendering).
Outputs
Geometry

Standard geometry output.

Primitives

Add menu - Mesh - Primitives

Add menu - Mesh - Primitives
Add menu - Mesh - Primitives

Nodes to modify the mesh geometry.

Cone

Cone

Cone creates a Cone mesh.

Input
EntryWhat it does
VerticesNumber of vertices.
Radius TopThe initial radius at the top.
Side SegmentsAdjust the number of segments at the side.
Fill SegmentsAdjust the number of segments at the fill faces.
Radius BottomThe initial radius at the bottom.
DepthThe initial height.
Properties
Properties
Fill Type

Defines how the Circle mesh is filled.

EntryWhat it does
Nonepure edge geometry.
N-GonThe circle face is a N-Gon face.
TrianglesThe circle face is triangulated.
Outputs
EntryWhat it does
MeshMesh output.
TopTop radius output.
BottomBottom radius output.
SideThe depth output
UV MapUV map output.

Cube

Cube

Cube creates a Cubeoid mesh.

EntryWhat it does
InputSize: The initial size in X , Y and Z dimensions · Vertices: How much vertices the single edges has. This allows to subdivide the cube.
OutputMesh: Mesh output. · UV Map: UV map output.

Cylinder

Cylinder

Cylinder creates a Cylinder mesh.

Input
EntryWhat it does
VerticesNumber of vertices.
Side SegmentsAdjust the number of segments at the side.
Fill SegmentsAdjust the number of segments at the fill faces.
RadiusThe initial radius.
DepthThe initial height.
Properties
Properties
Fill Type

Defines how the Circle mesh is filled.

EntryWhat it does
Nonepure edge geometry.
N-GonThe circle face is a N-Gon face.
TrianglesThe circle face is triangulated.
Outputs
EntryWhat it does
MeshMesh output.
TopTop radius output.
BottomBottom radius output.
SideThe depth output
UV MapUV map output.

Grid

Grid

Grid creates a grid mesh.

EntryWhat it does
InputSize: The initial size. · Vertices X: The initial number of vertices in X direction. · Vertices Y: The initial number of vertices in Y direction.
OutputsMesh: Mesh output. · UV Map: UV map output.

Ico Sphere

Ico Sphere

Ico Sphere creates a ico Sphere mesh.

EntryWhat it does
InputRadius: The initial radius. · Subdivisions: The initial subdivisions.
OutputsMesh: Mesh output. · UV Map: UV map output.

Mesh Circle

Mesh Circle

Circle creates a Circle mesh.

Input
EntryWhat it does
VerticesNumber of vertices.
RadiusThe initial radius.
Properties
Properties
Fill Type

Defines how the Circle mesh is filled.

EntryWhat it does
Nonepure edge geometry.
N-GonThe circle face is a N-Gon face.
TrianglesThe circle face is triangulated.
Outputs
Mesh

Mesh output.

Mesh Line

Mesh Line

Line creates a line mesh.

Input
EntryWhat it does
CountThe initial number of segments.
Start LocationThe initial location.
OffsetThe initial offset.
Properties
Mode
Mode
Offset

Specify the offset from one vertice to the next.

End Points

Specify the line start and endpoints.

Count ModeCount

Count

Specify the number of total vertices.

End Points

End Points

Specify the distance between the vertices.

Outputs
Mesh

Mesh output.

UV Sphere

UV Sphere

UV Sphere creates a uv sphere mesh.

EntryWhat it does
InputSegments: The initial number of segments. · Rings: The initial number of edgerings. · Radius: The initial radius.
OutputsMesh: Mesh output. · UV Map: UV map output.

Topology

Add menu - Mesh - Topology

Add menu - Mesh - Topology
Add menu - Mesh - Topology

Mesh topology related nodes.

Corners of Edge

Corners of Edge

Retreive the corners that makes up a edge.

EntryWhat it does
InputFace Index: The face to get the data from. · Weights: Values used to sort the corners of the face. · Sort Index: Which of the corners to output.
OutputsCorner Index: The output corner. · Total: The number of corners in the face.

Corners of Face

Corners of Face

Retreive the corners that makes up a face.

EntryWhat it does
InputFace Index: The face to get the data from. · Weights: Values used to sort the corners of the face. · Sort Index: Which of the corners to output.
OutputsCorner Index: The output corner. · Total: The number of corners in the face.

Corners of Vertex

Corners of Vertex

Retreive face corners connected to vertices.

EntryWhat it does
InputVertex Index: The vertice to get the data from. · Weights: Values used to sort the corners attached to the vertice. · Sort Index: Which of the corners to output.
OutputsCorner Index: The output corner. · Total: The number of corners connected to each vertice.

Edges of Corner

Edges of Corner

Retreive the edges of both sides of a corner.

EntryWhat it does
InputCorner Index: The corner to retreive the data from.
OutputsNext Edge Index: The edge behind the corner. · Previous Edge Index: The edge before the corner.

Edges of Vertex

Edges of Vertex

Retreive the edges connected to each vertex.

EntryWhat it does
InputVertex Index: The vertice to get the data from. · Weights: Values used to sort the edges attached to the vertice. · Sort Index: Which of the edges to output.
OutputsEdge Index: The output edge. · Total: The number of edges connected to each vertice.

Face of Corner

Face of Corner

Retreive the faces connected to each corner.

EntryWhat it does
InputCorner Index: The corner to get the data from.
OutputsFace Index: The output faces. · Index in Face: The index of the corner, starting from the first corner in the face.

Offset Corner in Face

Offset Corner in Face
Offset Corner in Face

Retreive corners within the same face as another

EntryWhat it does
InputCorner Index: The corner to get the data from. · Offset: The numbers of corners to move around the face before getting the result. It circles around the start of the face if necessary.
OutputsCorner Index: The index of the offset corner.

Vertex of corner

Vertex of corner

Retreive the vertex each corner is attached to.

EntryWhat it does
InputCorner Index: The corner to get the data from. · Offset: The numbers of corners to move around the face before getting the result. It circles around the start of the face if necessary.
OutputsVertex Index: The vertex each corner is attached to.

UV

Add menu - UV

Add menu - UV
Add menu - UV

Here you find nodes to modify the UV mapping.

Pack UV Islands

Pack UV Islands

Pack the UV islands to get the most out of the UV mapping.

Inputs
EntryWhat it does
UVThe input UV geometry.
SelectionA selection of the UV geometry.
MarginHow big the gap between the single UV patches should be.
RotateRotate island for best fit.
Method
Method

Method used for packing UV Islands.

EntryWhat it does
Bottom LeftBottom left corner of packing bounds.
Top RightTop right corner of packing bounds.
Outputs
UV

The output UV geometry.

UV Tangent

UV Tangent

Generate tangent directions based on a UV map.

Inputs
Method
Method

Exact or fast calculation.

UV

x and y values of the UV space.

Outputs
Tangent

The output UV geometry.

UV Unwrap

UV Unwrap

Unwrap the mesh to give it an UV mapping.

Inputs
EntryWhat it does
SelectionWhich faces of the mesh should be unwrapped.
SeamMark edges as a seam for unwrapping.
MarginHow big the gap between the single UV patches should be.
Fill HolesVirtually fill holes before unwrapping the mesh. This preserves symmetry and can avoids overlaps.
Method
Method

The unwrap method.

Outputs
UV

The output UV geometry.