Tessellate
Updated: 3 Feb 2025
Iteratively tessellates the polygons of the parent meshUpdated: 3 Feb 2025
Iteratively tessellates the polygons of the parent meshThis node tessellates the geometry of the parent mesh. Multiple triangles and quads are generated from input polygons in a patch-like pattern somewhat similar to what is achieved using GPU hardware-based tessellation. This differs from the results achieved via subdivision, on the Object node or the Subdivision Deformer. Subdivision is iterative: it splits every edge in half, adding a centre vertex to each, and also adds a single centre vertex to each polygon; it must be run over multiple iterations to subdivide further. In contrast, the Tessellation Deformer can create multiple vertices for each edge and then adds multiple polygons in between as needed.
The Tessellate deformer only works on triangles and quads. A lot of geometry can be generated using this deformer: use with care.
These properties control the core behaviours of the node.
Parameter | Details |
---|---|
Tessellation Amount | The number of vertices to be created per edge. must be between 0 and 16. |
PN Smoothing | Use the point normals to smooth the object during subdivision. |