Notch Notch
Manual 1.0 Manual 0.9.23
 Light | Dark
Tessellate

Tessellate

Updated: 3 Feb 2025

Iteratively tessellates the polygons of the parent mesh
Example .dfx

Method #

This 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.

Parameters

These properties control the core behaviours of the node.

ParameterDetails
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.

Inputs

NameDescriptionTypical Input
Generated WeightmapAdd a weightmap to vary the strength of the deformer across the surface.Generate Weightmap
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null