Method
Extracts a surface from a procedural by first voxelising it (but only voxelising the spatial areas which are required) and then constructing a smoothened surface over the voxels. The surface produced is a triangle mesh which can be texture and deformed, can cast shadows, and can be used as a particle emitter among other things.
Example |
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Example Nodegraph |
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Transform
Name |
Description |
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Position X |
Move its position along the x-axis in local space. |
Position Y |
Move its position along the y-axis in local space. |
Position Z |
Move its position along the z-axis in local space. |
Rotation Heading |
Rotate the object about the y-axis. |
Rotation Pitch |
Rotate the object about the x-axis. |
Rotation Bank |
Rotate the object about the z-axis. |
Scale X |
Scale along the x-axis. |
Scale Y |
Scale along the y-axis. |
Scale Z |
Scale along the z-axis. |
Inherit Transform Channels
Toggle which transform channels should be inherited. By default, all are on.
Attributes
Name |
Description |
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Grid Width |
Width of the adaptive voxel grid. |
Grid Height |
Height of the adaptive voxel grid. |
Grid Depth |
Depth of the adaptive voxel grid. |
Error Tolerance |
If the procedural distance field has too much distortion then it may be necessary to raise the error tolerance. A higher error tolerance may reduce performance, so this is a trade-off. |
Smoothing Iterations |
The number of vertex smoothening iterations to perform. This will smoothen out sharp edges. |
HQ Smoothing |
When enabled, vertex positions will be projected back on to the procedural surface. This preserves sharp edges without increasing the voxel grid size. |
Distance Field Normals |
Vertex normals will be extracted from the procedural distance field. This can be more accurate, but slower. |
Seal Boundaries |
When a procedural intersects the bounding box, usually a hole is created. Enabling this option will fill in the hole. |
Generate Colours |
Uses colours set in procedural nodes (such as 3D Primitive) to colourise the generated vertices. This can reduce performance slightly. |
Generate UVs |
Generate texture coordinates at the generated vertices, for use with a material. This can reduce performance slightly. |
Visible |
Control whether the node is visible or not to the scene. |
Dynamic |
When set above 1.0, the mesh will be re-generated on every frame. When set to 0.0, the last-generated mesh will be cached and re-used as a static output. |
Vertex Buffer Size (100,000s) |
Limits the generated vertex buffer size. |
Triangle Buffer Size (100,000s) |
Limits the generated triangle buffer size. |
Show Metrics |
Displays information about the amount of mesh geometry being generated. |
Tessellation Enabled |
Enables GPU-side tessellation. Note that post-tessellated geometry is processed last. |
Max Tessellation Factor |
The maximum level of GPU tessellation. |
Material
See Materials.
Inputs
Name |
Description |
Typical Node Input |
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Procedural Root |
Use a Procedural Root as an input, so the renderer is treated seperately from the roots transforms. In this case, the renderer itself would be connected to the scene Root node. |
Procedural Root |
Bounding Box |
The region in which the surface will be voxelised and generated |
Bounding Box |
Render Transform |
Takes the transformation of another node and applies it to the rendered mesh. |
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Material |
A material to apply to the rendered mesh |
Materials |
Transform Modifier |
Links all transform properties to the input node. |
Null |
Target Node |
Always faces the x-axis towards the inputs anchor point. |
Null |
Local Transform Override |
Override the transformation values of the node, relative to its parent. |
Null |
Outputs
There are no outputs from this node.