1.6 KiB
1.6 KiB
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 |