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Add Menu - Mesh - Operations

Nodes to modify the mesh geometry.

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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.