Lib.mesh.modify¶
Operators¶
- BlendMeshToPoints — Allows to deform a mesh with a point buffer, for example you can use [MeshVerticesToPoints] and apply a point modifier.
- BlendMeshVertices — Blends between two sets of mesh vertices. This only yields meaningful (i.e., predictable) results for meshes with the same vertex count and topology.
- CollapseVertices — A simple effect that snaps the position of vertices to a grid.
- ColorVerticesWithField — Uses a color field to set vertex colors from their position in that field.
- CombineMeshes — Combines the connected mesh buffers into a new mesh
- CustomFaceShader — Uses shader and some parameters to manipulate mesh faces.
- CustomVertexShader — Uses custom shader code to manipulate the vertices of a mesh.
- DeformMesh — Spherize, Taper and Twist. It works better if your mesh has a high density of vertices.
- DisplaceMesh — Distorts the input mesh by displacing its vertices by an amount controlled by the connected input texture.
- DisplaceMeshNoise — Displaces a Mesh with Perlin noise.
- DisplaceMeshVAT — VAT stands for Vertex Animation Texture.
- FlipNormals — Reverses the normals of the input mesh. This can be useful for drawing shader "inside" surfaces of a mesh.
- MeshFacesPoints
- MeshProjectUV — Overwrites the existing UV coordinates with planar mapping.
- MoveMeshToPointLine — Deforms a mesh in world space origin along a line defined by points.
- PickMeshBuffer — Switch between different mesh buffers
- RecomputeNormals — Recalculates the normals (smoothing groups) of the surfaces of a mesh. For example, if these are changed by [DeformMesh] and similar operators
- ScatterMeshFaces — This op is similar to [DisplaceMesh]. However, it uses face centers instead of the vertices to "scatter" a mesh while keeping the size of the individual faces.
- SelectVertices — Sets the selection property of mesh vertices from a volume. This can later be used to selectively apply manipulations like displace.
- SelectVerticesWithSDF — Allows selecting and adding values to vertices in 3D space via SDF Objects/Fields.
- SplitMeshVertices — This can be relevant to "scatter" smooth shaded geometry or change shading to flat.
- TextureDisplaceMesh — Uses a projected texture with a normal map to displace the mesh.
- TransformMesh — Generates a new set of transformed vertices for a mesh.
- TransformMeshUVs — Manipulates the existing UV coordinates of a mesh to change the mapping of textures.
- Warp2dMesh — Uses a set of reference points to warp a mesh geometry. This can be useful for adjusting projection mapping.
Auto-generated from the operator library.