Generators

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2D Triangular Remesh

Remeshes 2d mesh using delaunay triangulation

_images/2dtriang.PNG
Density

Density of triangles

Corner Angles

Keeps corners sharp

Relax Iterations

Relaxing triangles for more even spacing

Warning

Input meshes has to be on the Z axis

Connect Points

Connects points with segment by distance

_images/c_points.PNG
Distance

Distance that points will be connected

Connect All

Connects all points

Cube Recursive Subdivision

Recursively subdivides cubes with offset

_images/cuber1.PNG
W

Controls subdivided quad movement

Limit Distance

Limits subdivided quad movement side to side

Random Orientation

Randomize movement verticaly and horizontaly

Seed

Seed of random orientation

Scale

Scale of the cubes

_images/cuber3.PNG
Selection

Selects which cubes to subdivide

_images/cuber2.PNG

Warning

Cubes subdivision only wokrs correctly on geometry nodes Cube

Edge Bisect

Bisects edges from plane defined from position/direction

_images/edge_b.PNG
Position

Position of intersection plane

Direction

Direction of intersection plane

Flip Direction

Flips intersection direction

Edge Offset

Evenly offsets, extrudes or dublicates selected edges

_images/edge_offset.jpeg

Offset/Extrude/Dublicate

  • Offset Offsets edges

  • Extrude Extrude edges

  • Dublicate Dublicates edges

Distance

Distance of the offset

Angle

Rotates offset around the selected edge

Offset

Offset of the offseted and original edges

Axis/Normal

Direction that edges will be offseted

  • Axis Uses Axis vector input for offset direction

  • Normal Uses face normals directions

Axis

Direction of the offset

Selection

Selects what edges to offset

Inset Faces

Insets mesh faces

_images/inset_face.PNG
Offset

Offset of the inset

Depth

Push inseted faces from face normal

Reletive Offset

Offsets inseted faces reletive to face area

Selection

Selection of the face inset

Marching Squares Isolines

Creates edge lines on quad faces using gradient of the texture

_images/marching_squares.PNG _images/marching_squares_img.png _images/marching_squares1.png _images/marching_squares2.png _images/marching_squares3.PNG
Texture

Texture

Threshold

Threshold

Linier Interpolation

  • On Smoothly interpolates values from texture

  • Off Places line on face edge midpoint

Tip

Use Mesh Smooth node to smooth edges

_images/mrelax.JPG _images/mrelax2.JPG

Warning

Node only works on quad faces (faces that has 4 vertises)

Marching Squares Surface

smoothly cuts mesh using texture

_images/marchsurf.PNG _images/marchsurf2.PNG _images/marchsurf3.PNG
Texture

Texture

Threshold

Threshold

Linier Interpolation

  • On Smoothly interpolates values from texture

  • Off Places line on face edge midpoint

_images/marchsurf4.PNG

Warning

Node only works on quad faces (faces that has 4 vertises)

Marching Triangles Isolines

Creates edge lines on tris faces using gradient of the texture

_images/marching_triangles.PNG _images/marching_triangles_s1.png
Texture

Texture

Threshold

Threshold

Linier Interpolation

  • On Smoothly interpolates values from texture

  • Off Places line on face edge midpoint

Tip

Use Attribute Smooth node to smooth edges

_images/mrelax.JPG _images/mrelax2.JPG

Warning

Node only works on tris faces (faces that has 3 vertises)

Maze Solver

Generates maze edge walls on the mesh using random walk with backtracing

_images/maze1.JPG _images/maze2.JPG
Start Face

Index of face from where random walk beginds

End Face

Index of face that finds shortest path between start and end faces. Note this will not effect maze generation

Seed

Seed of maze generation

Start End Path

Curve path between start and end faces

All Paths

All pahts of the maze

Edge Walls

Edges selection of maze walls

Start Face

Face selection of start face

End Face

Face selection of end face

Tip

Note that after maze generated you might not want to use Start Face as start of the maze, because it will give more easier path to the end, so use it as the end of the maze

Mesh Contours

Creates contour lines from mesh

_images/cont1.PNG
Slice Distance

Distance between contour slices

Single Slice

Creates just a single contour slice

_images/cont2.PNG
Plane Position

Position of the contour slices

Plane Normal

Direction of the contour slices

Mesh Face Divider

Divides mesh face horizontally and vertically / U or V

_images/mfdd.JPG _images/mfdd2.JPG
Iterations

How many times faces will be divided

U/V Ratio

Ratio of more U or V divisions

Divide Propability

Propability of face to be divided

Even Propability

Makes division more even

Limit Distance

Limits division distance from the center

Distortion

Distorts faces

_images/mfdd3.JPG
Seed

Seed of random divisions

Selection

Selection of faces being divided

Warning

N-gon faces will be ignored

Tip

To get original uv map you can use this setup

_images/mfduv.JPG

Mesh Face Recursive Subdivision

Subdivides quad faces with offset

_images/frs1.JPG _images/frs2.JPG _images/2drec.gif
Iterations

How many times faces will be divided

W

Controls subdivided quad movement

Limit Distance

Limits subdivided quad movement side to side

Smoothstep

Creates more “sharp” movment

Loop Animation

Will loops animation of selected frame range

Mesh to Ascii

Creates Ascii representation of geometry inside camera

_images/m_t_a.jpeg _images/m_t_a.gif
Mesh

Mesh that will be projected as Ascii

Camera

Camera that Ascii will be projected from

Focal Lenth

Camera focal lenth

Sensor Size

Camera censor size

Scene Res X

Scene X resoliution

Scene Res Y

Scene Y resoliution

Grid Resoliution

Resoliution of the Ascii grid

Grid offset

Grid offset inside camera

Contrast Min

Min contrast of the mesh normals dot product

Contrast Max

Max contrast of the mesh normals dot product

Light Direction

Gradient direction

Ascii

Ascii characters that used for gradient values. Black/empty is space ” “

Mesh Topology Face Strips

Creates ID values for each face strips using face corner indices order.

_images/facestrip.JPG _images/facestrip3.JPG _images/facestrip6.JPG
Order

Selects which face edge to use as direction

Guide Direction

Uses direction vector to guide face strips

_images/facestrip4.JPG _images/facestrip5.JPG _images/facestrip7.JPG
Face Group ID

Outputs unique id for each face strip

Boundary Edge

Outputs edges that creates face strips boundaries

Warning

Its only works on quad faces, triangles or n-gons will give bad results

Mesh Unfold

Unfolds mesh into face strips

_images/munfold.JPG

Start Face

Face selection that unfolding will begins. Can have multiple faces selected

_images/munfold3.JPG _images/munfold4.JPG _images/munfold5.JPG

Angle/Flat

  • Angle: Rotates faces by custom angle defided by Unfold Amount

  • Flat: Rotates faces by its edge angles making whole mesh flat

_images/munfold2.JPG
Unfold Amount

Amount of how much face stris will rotate

Unfold Factor

How much unfolding happens with using a falloff mask

Falloff Factor

Adjusts falloff gradient

Randomize Unfolding

By default it will use edge angles to determine which faces to split into strips. Randomize Unfolding will mix edge angles with random values

Seed

Seed of Randomize Unfolding

Normalize Mask

Ignores unfold factor and falloff factor making mask 0 to 1

Mask

Creates mask that goes from start face to end face trip

_images/munfold6.JPG _images/munfold7.JPG

Mask can also be used in shader editor to make curly parts transparent

_images/munfold8.JPG _images/munfold9.JPG

Warning

For dence mesh with many faces node can become slow, recomend to use Bake node for the animation

Shortest Points Path

Creates shortest points connected path from start points selection

_images/shortppath.jpg _images/shortest_points_path.jpg _images/shortppath2.jpg
Steps

Each step points will be connected to closest points

End Point

Shortest Path end points selection

Solidify

Evenly solidifies mesh

_images/solidify.jpeg
Even Thickness

Evenly solidifies mesh

Thickness

Thickness of solidify

Offset

Offset of solidify

All/TopSide/TopBottom

  • All: Outputs all mesh faces

  • TopSide: Outputs Top and Side mesh faces

  • TopBottom: Outputs Top and Bottom mesh faces

Individual

Solidified individual faces

Selection

Selection of the faces that will be solified

Top

Selection of the top solified faces

Side

Selection of the side solified faces

Bottom

Selection of the bottom solified faces

Spheres Intersections

Instaces sphere meshes on points and deforms it to not intersect

_images/spinter.PNG _images/spinter1.PNG _images/spinter2.PNG _images/rasp.JPG
Sphere Mesh

Mesh of spheres that will be deformed

Radius

Controls radius of sphere on points

Relax Interations

Relaxes mesh spheres

Warning

Sphere Mesh must have radius of 1

Warning

If spheres radius are too big it will give bad results

_images/spinter3.PNG

Spin

Extrudes and spins mesh around the axis

_images/spin.PNG
Angle

Angle of the spin

Steps

Amount of steps

Axis Push

Push spin on the axis

Axis

Axis of the push

Center

Center of the spin

Merge

Merges mesh when spins is 360

Merge Distance

Distance of the mesh

UV Map

Generates UV Map

Keep Faces

Keeps Faces of the mesh

Shade Smooth

Shades mesh smooth

Tessellate Align Orientation

Aligns components rotation to direction

_images/tesali.png
Direction

Direction that compotent will be aligned

Flip Offset

Offsets component oreantation by 90 degree

Tessellate Mesh

Instances geometry (Component) on mesh faces and deforms to match face

_images/tessellate_mesh.PNG _images/tessellate_mesh2.jpeg
Component

Geometry that is being deformed to match mesh faces

Constant/Reletive Scale

  • Constant Scale: Uniformly scales component

  • Reletive Scale: Scales component reletive to face area

Scale

Scale factor

Offset

Offsets component location from mesh face normal

Flip

Rotates component 90 degrees

  • 0 = 0°

  • 1 = 90°

  • 2 = 180°

  • 3 = 270°

Pick Component

ON: Picks component from the instances list, similar how Instance on Points/Pick Instace node works

_images/tessellate_mesh_pick.PNG
Component Index

When Pick Component is On, Selects which component to use from the instaces list, similar how Instance on Points/Instance Index node works

Merge

Merges geometry by distance

Merge Distance

Distance when geoemty gets merge

Warning

For triangle and n-gon faces results can be undesirable

_images/tessellate_mesh_warn.PNG

Tessellate Mesh Smooth

Instances geometry (Component) on mesh faces and deforms to match (Subdivision Surface) face

_images/tessellate_mesh_smooth.PNG _images/tessellate_mesh_smooth2.PNG
Component

Geometry that is being deformed to match mesh faces

Subdivisions

Smoothly subdivides (Subdivision Surface) input mesh

_images/tessellate_mesh_smooth_sub.PNG

Constant/Reletive Scale

  • Constant Scale: Uniformly scales component

  • Reletive Scale: Scales component reletive to face area

Scale

Scale factor

Offset

Offsets component location from mesh face normal

Flip

Rotates component 90 degrees

  • 0 = 0°

  • 1 = 90°

  • 2 = 180°

  • 3 = 270°

Pick Component

ON: Picks component from the instances list, similar how Instance on Points/Pick Instace node works

_images/tessellate_mesh_pick.PNG
Component Index

When Pick Component is On, Selects which component to use from the instaces list, similar how Instance on Points/Instance Index node works

Warning

Tris and n-gon faces will be ignored

Triangle Mesh to Voronoi

Converts triangulated mesh to voronoi cells

_images/triantovor.JPG _images/stsk.JPG
Limit Obtuse Triangles

Limits obtuse triangles (triangles in which one of the interior angles measures more than 90° degrees) to avoid mesh intersections

_images/triantovor2.JPG _images/triantovor3.JPG _images/triantovor4.JPG

Clamp/Use Average

  • Clamp: Clamps calculated circumcircle center if its lays outside of the triangle

  • Use Average: Uses triangle face center

Keep Boundaries

Keeps boundaries of the mesh

Voxel Remesh

Remeshes mesh to surface voxels without voxels inside volume

_images/voxel_r1.PNG
Voxel Size

Size of a voxel

Exterior Band Width

The maximum distance of the included voxels to the surface on the outside of the mesh

Interior Band Width

The maximum distance of the included voxels to the surface on the inside of the mesh

Fill Volume

The entire enclosed volume or otherwise only the voxels close to the surface will get a density greater than zero. This setting is only used when the mesh object is Manifold.

Transfer Attribute

Transfer attribute from source mesh to a voxel

_images/voxel_r3.PNG
Face UV Map

Creates uv map for each face

_images/voxel_r2.PNG