MeshFacesPoints¶
Create points at the center, corners or edges of the mesh's faces.
The size of each of the faces defines the size of the points and FX1 as the W attribute gets the radius.
In center mode uses the "Inscribed Circle Center".
Useful combinations [LoadObj] and [DrawPoints] and more.
Similar Operators: To create a point at each vertex of the connected mesh [MeshVerticesToPoints] can be used. To get evenly distributed points on a mesh [PointsOnMesh] can be used.
Input Parameters¶
| Name (Relevancy & Type) | Description |
|---|---|
| InputMesh (MeshBuffers) | Mesh input via [LoadObj] for example |
| Mode (Int32) | Defines the output mode. This directly effects the resulting point count, e.g. Loop mode results in FaceCount × 5 points because of an added separator. Corners is because identical to [MeshVerticesToPoints]. |
| ScaleUniform (Single) | — |
| Stretch (Vector3) | — |
| ScaleWithFaceArea (Boolean) | — |
| OffsetScale (Single) | This can be useful to "inset" edge loops. |
| Fx1 (Single) | Scales the W / size of the points. |
| Fx2 (Single) | — |
| Color (Vector4) | Defines the color of the points |
| Texture (Texture2D) | — |
| OffsetByTBN (Vector3) | Moves the points along one of the axes of the normal |
| Orientation (Int32) | UseUpVector will look more consistent in most scenarios. TBN (Tangent, BiTagent and Normal) will be more precise a expecially for instanciating more content at the points. |
Outputs¶
| Name | Type |
|---|---|
| OutBuffer | T3.Core.DataTypes.BufferWithViews |