View & accessibility
Thumbnails
Motion
Bforartists
5.1
Editors

Mesh

Mesh nodes: Read, Sample, Write, Operations, Primitives, Topology….

19
 min read
Up to date for 
5.1
needs-review

Read

Add menu - Mesh - Read

Add menu - Mesh - Read
Add menu - Mesh - Read

Nodes to modify the mesh geometry.

Cluster by Connected

Cluster by Connected

Sorts the vertices of a mesh into groups, but only joins vertices that are connected by an edge and are close together. It works like Cluster by Distance, with the extra rule that two vertices must also share an edge. Use it when nearby vertices of different parts of a mesh must stay apart, for example the tips of two fingers that almost touch.

Inputs

Selection

Data type: Boolean.

Which vertices are put into clusters.

Position

Data type: Vector.

The position used to measure the distance.

Distance

Data type: Float (distance).

Connected vertices that are closer than this value belong to the same cluster.

Outputs

Cluster ID

Data type: Integer.

The number of the cluster of each vertex. The number is the index of the first vertex of the cluster.

How to use

With the five points of the Cluster by Distance example and edges between points 0 and 1, 1 and 2, and 3 and 4, the Cluster ID is 0, 0, 2, 3, 3. Points 1 and 2 are connected but 0.0015 apart, which is more than the Distance of 0.001, so they do not share a cluster.

Edge Angle

Edge Angle

Calculates the angle in radians between two faces that meet at an edge. Without two faces on the edge, the angle will be 0.

Outputs

Unsigned Angle

Data type: Float.

The unsigned output angle. The shortest angle will be picked.

Signed Angle

Data type: Float.

The signed angle between the two faces, where Convex angles are positive and Concave angles are negative. This calculation is slower than the unsigned angle.

Edge Neighbours

Edge Neighbours

Outputs the number of faces connected to each edge.

Outputs

Face Count

The number of faces.

Edge Vertices

Edge Vertices

Outputs the index and position of the two vertices that defines an edge. Index outputs an integer. Position a vector.

Outputs

Vertex Index 1

Data type: Integer.

The index of the first vertice.

Vertex Index 2

Data type: Integer.

The index of the second vertice.

Position 1

Data type: Vector.

The position of the first vertice.

Position 2

Data type: Vector.

The position of the second vertice.

Edges to Face Group

Edges to Face Group
Edges to Face Group

Group Faces into regions, surrounded by the selected boundary edges.

Inuputs

Boundary Edges

The input edges.

Outputs

Face Group ID

The output face group.

Face Area

Face Area

Gives each face area a unique id. Which can be used in a capture attribute for example, to create instances of other geometry to this now unique face areas.

Outputs

Area

Data type: Float.

The face area output.

Face Group Boundaries

Face Group Boundaries

Find edges on the boundaries between face sets

Inputs

—

Face Set

The input face sets to calculate the boundaries from.

Outputs

Boundary Edges

Data type: Boolean.

The edges that lies on the boundaries between the different face sets

Face Count

The face count for the face neighbors.

Face Neighbours

Face Neighbours

Outputs the number of vertices or faces connected to each face.

Outputs

Vertex Count

The vertex count for the face neighbors.

Face Count

The face count for the face neighbors.

Is Face Planar

Is Face Planar

Returns true if all of the points of the evaluated face are on the same plane.

Inputs

Threshold

Data type: Float (distance).

The threshold to consinder the points to be at the same plane.

Outputs

Planar

Data type: Boolean.

True if the face is planar.

Is Face Smooth

Is Face Smooth

Retreives if the face is shaded smooth.

Outputs

Smooth

Data type: Boolean.

Smooth output.

Is Edge Smooth

Is Edge Smooth

Retreives if the edge is shaded smooth.

Outputs

Smooth

Data type: Boolean.

Smooth output.

Mesh Island

Mesh Island

Outputs a separate index for each mesh island. The indices are based on the order of the lowest-numbered vertex in each island.

Outputs

Index Index

The index output.

Island Count

Data type: Integer.

The count output.

Shortest Edge Path

Shortest Edge Path

Calculates the shortest path from multiple start points.

Inputs

End Vertex

The last point of the path.

Edge Cost

The amount of calculation to find the shortest path.

Outputs

Next Vertex Index

The vertices index of the shortest path.

Total Cost

The calculation amount.

Vertex Neighbors

Vertex Neighbors

Outputs the number of vertices or faces connected to each vertex.

Outputs

Vertex Count

Data type: Integer.

The vertex count for the vertex neighbors.

Face Count

Data type: Integer.

The face count for the vertex neighbors.

Sample

Add menu - Mesh - Sample

Add menu - Mesh - Sample
Add menu - Mesh - Sample

Nodes to modify the mesh geometry.

Sample Nearest Surface

Sample Nearest Surface

Calculate the interpolated value of a mesh attribute on the closest point of its surface.

Inputs

Mesh

Data type: Geometry.

Input mesh.

Value

Data type: follows the Data Type setting.

The value to calculate.

Group ID

Data type: Integer.

Is evaluated on the face domain, and splits the input mesh into multiple parts, each with its own id.

Sample Position

Data type: Vector.

The sample position to calculate.

Sample Group ID

Data type: Integer.

Determines in which group the closest nearest surface is detected.

Properties
Data Type
Data Type

Which data to calculate.

Outputs

Value

Data type: follows the Data Type setting.

The output value.

Is Valid

Data type: Boolean.

Wether the sampling was successful. It is false when the sampled group is empty.

Sample UV Surface

Sample UV Surface

Calculate the interpolated value of a mesh attribute at a UV coordinate.

Inputs

Mesh

Data type: Geometry.

Input mesh.

Value

Data type: follows the Data Type setting.

The value to calculate.

Source UV Map

The input UV map.

Sample UV

Data type: Vector.

The sample position to calculate.

Properties
Data Type
Data Type

Which data to calculate.

Outputs

Value

Data type: follows the Data Type setting.

The output value.

Is Valid

Data type: Boolean.

Wether the node could find a single face to sample at the uv coordinate.

Write

Add menu - Mesh - Write

Add menu - Mesh - Write
Add menu - Mesh - Write

These are nodes for working with Mesh data.

Set Mesh Normal

Set Mesh Normal

The Set Mesh Normal node is used to modify custom normals on a mesh, providing control over shading smoothness and surface appearance. This is useful for adjustingnormalsmoothness, sharp edges, and tangent-based effects

Input

Mesh

Data type: Geometry.

Input mesh.

Properties

Mode
Mode
Sharpness
Sharpness

Controls the intensity of edge sharpness. Higher values create stronger shading contrasts between faces.

Store the sharpness of each face or edge. Similar to the "Shade Smooth" and "Shade Flat" operators.

Remove Custom

Removes custom normals previously set by the user on the original mesh data when enabled.

Edge Sharpness

Sets the normal sharpness to the edge domain to “flat”.

Face Sharpness

Sets the normal sharpness to the face domain to “flat”.

Free
Free

Allows direct manipulation of normals as free vectors, rather than constrained by geometry. Useful for custom shading effects and non-destructive normal adjustments.

Domain
Domain

Attribute domain to store the free custom normals.

  • Point
  • Face
  • Face Corner

Note: Default object normals are stored to Facecorner, this will “pass-through” the normal data. Face normals will make “flat” sharp edges.

Tangent Space
Tangent Space

Adjusts normals relative to the surface tangentto store the source meshes normals.Storesnormals in a deformation dependent custom transformation space.

Note: This method is slower, but can be better when subsequent operations change the mesh without handling normals specifically.

Custom Normal

Vector Field based on the normal.

Outputs

Geometry

Geometry output.

Got it! Here's the documentation for the Set Mesh Normal node:

Set Shade Smooth

Set Shade Smooth

Retrieves if the geometry is shaded smooth.

Input

Geometry

Input mesh.

Selection

Data type: Boolean.

A selection of the input mesh.

Shade Smooth

Data type: Boolean.

Set the shading to smooth.

Properties

Domain
Edge

Set Edge to smooth.

Face

Set Face to smooth

Outputs

Geometry

Geometry output.

Operations

Add menu - Mesh - Operations

Add menu - Mesh - Operations
Add menu - Mesh - Operations

Nodes to modify the mesh geometry.

Dual Mesh

Dual Mesh

The Dual Mesh node calculates the dual of the input mesh. This means that faces get replaced with vertices and vertices with faces.

Inputs

Mesh

Data type: Geometry.

The input mesh.

Keep Boundaries

Data type: Boolean.

Keep the (non-manifold) boundaries of the mesh intact.

Outputs

Dual Mesh

Data type: Geometry.

The output mesh.

Edge Paths to Curves

Edge Paths to Curves
Edge Paths to Curves

Converts Edge Paths to Curves.

Inputs

Mesh

Data type: Geometry.

The input mesh.

Start Vertices

Data type: Boolean.

The start vertices of the edge path.

Next Vertex Index

Data type: Integer.

The edge path by index.

Outputs

Curves

Data type: Geometry.

The output curve.

Edge Path to Selection

Edge Path to Selection
Edge Path to Selection

Calculates an edge path, and converts it to a selectoin

Inputs

Start Vertices

The start vertices of the edge path.

Next Vertex Index

The edge path by index.

Outputs

Selection

The selection

Extrude Mesh

Extrude Mesh

Extrudes out geometry at the selection by a given amount.

Inputs

Mesh

Data type: Geometry.

The input mesh.

Selection

Data type: Boolean.

A selection of the mesh.

Offset

Data type: Vector (translation).

The offset amount.

Offset Scale

Data type: Float.

The offset scale. Without an offset this is equal the amount.

Individual

Data type: Boolean.

Just Faces mode. Extrude out individual faces.

Properties

Properties
Mode

What kind of elements to extrude out. Vertices, Edges or Faces.

Outputs

Mesh

Data type: Geometry.

The output mesh.

Top

Data type: Boolean.

The top elements of the extrusion.

Side

Data type: Boolean.

The side elements of the extrusion.

Flip Faces

Flip Faces

Flips the winding order of the selected faces.

Blender developers decided not to call it Flip Normals. Since "normals are
derived data, changing them is only a side effect." However, what the node does is in fact to flip the normals.

Inputs

Mesh

Data type: Geometry.

The input mesh.

Selection

Data type: Boolean.

A selection of the input mesh.

Outputs

Dual Mesh

The output mesh.

Mesh Boolean

Mesh Boolean

The Boolean Node allows you to cut, subtract, and join the geometry of two inputs. This node offers the same operations as the Boolean modifier.

Inputs

Mesh 1

Data type: Geometry.

Standard geometry input.

Mesh 2

Data type: Geometry.

Standard geometry input.

Self Intersect

Allow self intersection.

Hole Tolerant

Data type: Boolean.

Allow holes.

Properties

Operation
Operation

The boolean operation.

Intersect

Produce a new geometry containing only the volume inside of both geometry 1 and geometry 2.

Union

The two input pieces of geometry are joined, then any interior elements are removed.

Difference

Geometry 2 is subtracted from geometry 1 (everything outside of geometry 2 is kept).

Solver
Solver
Float

Simple solver for the best performance. Does not support overlapping geometry.

Exact

Exact solver for the most accurate result.

Manifold

Fastest solver with best result, but only works on manifold meshes.

Output

Geometry

Standard geometry output.

Intersecting Edges

Data type: Boolean.

Outputs the intersecting edges.

Mesh to Curve

Mesh to Curve

Converts a mesh geometry to a curve geometry.

Inputs

Mesh

Data type: Geometry.

Input mesh.

Selection

Data type: Boolean.

A selection of the input mesh.

Properties

Mode

Edges or Faces.

Outputs

Curve

Data type: Geometry.

Standard curve output.

Mesh to Density Grid

Mesh to Density Grid
Mesh to Density Grid

Converts a mesh geometry to a curve geometry.

Inputs

Mesh

Data type: Geometry.

Input mesh.

Density

Data type: Float.

Mesh density.

Voxel Size

Data type: Float (distance).

The vodel size.

Gradient Width

Data type: Float (distance).

The width of the gradient.

Outputs

Density Grid.

Density Grid output.

Mesh to Points

Mesh to Points

Converts a mesh geometry to a point geometry.

Inputs

Mesh

Data type: Geometry.

Input mesh.

Selection

Data type: Boolean.

A selection of the input mesh.

Position

Data type: Vector.

The position of the points.

Radius

Data type: Float (distance).

The radius of the points

Properties

Mode
Mode

What geometry to convert to points.

Outputs

Curve

Standard curve output.

Mesh to SDF Grid

Mesh to SDF Grid
Mesh to SDF Grid

Converts a mesh geometry to a curve geometry.

Inputs

Mesh

Data type: Geometry.

Input mesh.

Voxel Size

Data type: Float (distance).

The vodel size.

Band Width

Data type: Integer.

The width of the band.

Outputs

Density Grid.

Density Grid output.

Mesh to Volume

Mesh to Volume

Converts a mesh geometry to a Volume.

Inputs

Mesh

Data type: Geometry.

Input mesh.

Density

Data type: Float.

The density of the volume

Resolution Mode

Data type: Menu.

Resolution Mode

How to calculate the volume. Based of the size or based at the amount.

Voxel Amount / Voxel Size

The voxel amount / the voxel size.

Interior Bandwidth

Where to start the calculation inside of the volume.

Outputs

Volume

Data type: Geometry.

The volume output.

Scale Elements

Scale Elements

Allows to scale the selected elements.

Inputs

Geometry

Data type: Geometry.

Standard geometry input.

Selection

Data type: Boolean.

A selection of the geometry.

Scale

Data type: Float.

The scale factor

Center

Data type: Vector (translation).

The center of the scaling.

Scale Mode

Data type: Menu.

Scale Mode

Uniform scales uniformly in all three world coordinates.

Single Axis scales separately in the single axis.

Axis

Data type: Vector.

Axis

Scale Mode Single axis only. Scale the selection separately along its single axis.

Properties

Domain
Domain

What kind of elements to scale.

Outputs

Geometry

Data type: Geometry.

The output geometry.

Split Edges

Split Edges

Splits the edges of the geometry.

Note that splitting edges breaks the mesh topology.

Inputs

Mesh

Data type: Geometry.

Input mesh.

Selection

Data type: Boolean.

A selection of the input mesh.

Outputs

Mesh

Data type: Geometry.

Standard Mesh output.

Subdivide Mesh

Subdivide Mesh

Subdivides the geometry by a simple division.

Inputs

Geometry

Standard geometry input.

Level

Data type: Integer.

To which degree the geometry will be deformed.

Outputs

Geometry

Standard geometry output.

Subdivision Surface

Subdivision Surface

The Subdivision Surface node subdivides the geometry using Catmull-Clark deformation.

Inputs

Mesh

Data type: Geometry.

Standard geometry input.

Level

Data type: Integer.

To which degree the geometry will be deformed.

Edge Crease

Data type: Float (factor).

Control how smooth edges should be with Weighted Edge Creases.

Vertex Crease

Data type: Float (factor).

Control how smooth edges should be with Weighted Vertex Creases.

Limit Surface

Data type: Boolean.

Place the vertices at the surface as if it would be infinite subdivided. This results in the smoothest possible shape.

UV Smooth

Data type: Menu.

UV Smooth

The methbod to deal with smoothing the UV.

Boundary Smooth

Data type: Menu.

Boundary Smooth

Controls if open boundaries and corners are smooth.

Outputs

Geometry

Standard geometry output.

Triangulate

Triangulate

The Triangulate node triangulates all faces in a mesh.

Inputs

Geometry

Standard geometry input.

Minimum Vertices

Minimum number of vertices a face must have to be triangulated. For example, setting this value to 5, will prevent triangulation of Quads and only triangulate N-gons.

Properties

Quad Method
Quad Method

A quad is a polygon with four edges.

Beauty

Split the quads in nice triangles, slower method.

Fixed

Split the quads on their 1st and 3rd vertices.

Fixed Alternate

Split the quads on their 2nd and 4th vertices.

Shortest Diagonal

Split the quads based on the shortest diagonal distance between their vertices.

Longest Diagonal

Split the quads based on the longest diagonal distance between their vertices.

Polygon Method
Polygon Method

Meant are N-Gons. Faces with more than four edges. Tris, Quads and N-Gons are all Polygons.

Beauty

Arrange the new triangles nicely, slower method.

Clip

Split the polygons using an ear-clipping algorithm (gives similar results to the tessellation used for the viewport rendering).

Outputs

Geometry

Standard geometry output.

Primitives

Add menu - Mesh - Primitives

Add menu - Mesh - Primitives
Add menu - Mesh - Primitives

Nodes to modify the mesh geometry.

Cone

Cone

Cone creates a Cone mesh.

Input

Vertices

Data type: Integer.

Number of vertices.

Radius Top

Data type: Float (distance).

The initial radius at the top.

Side Segments

Data type: Integer.

Adjust the number of segments at the side.

Fill Segments

Data type: Integer.

Adjust the number of segments at the fill faces.

Radius Bottom

Data type: Float (distance).

The initial radius at the bottom.

Depth

Data type: Float (distance).

The initial height.

Properties

Properties
Fill Type

Defines how the Circle mesh is filled.

None

pure edge geometry.

N-Gon

The circle face is a N-Gon face.

Triangles

The circle face is triangulated.

Outputs

Mesh

Data type: Geometry.

Mesh output.

Top

Data type: Boolean.

Top radius output.

Bottom

Data type: Boolean.

Bottom radius output.

Side

Data type: Boolean.

The depth output

UV Map

Data type: Vector.

UV map output.

Cube

Cube

Cube creates a Cubeoid mesh.

Inputs

Size

Data type: Vector (translation).

The initial size in X , Y and Z dimensions

Vertices

How much vertices the single edges has. This allows to subdivide the cube.

Outputs

Mesh

Data type: Geometry.

Mesh output.

UV Map

Data type: Vector.

UV map output.

Cylinder

Cylinder

Cylinder creates a Cylinder mesh.

Input

Vertices

Data type: Integer.

Number of vertices.

Side Segments

Data type: Integer.

Adjust the number of segments at the side.

Fill Segments

Data type: Integer.

Adjust the number of segments at the fill faces.

Radius

Data type: Float (distance).

The initial radius.

Depth

Data type: Float (distance).

The initial height.

Properties

Properties
Fill Type

Defines how the Circle mesh is filled.

None

pure edge geometry.

N-Gon

The circle face is a N-Gon face.

Triangles

The circle face is triangulated.

Outputs

Mesh

Data type: Geometry.

Mesh output.

Top

Data type: Boolean.

Top radius output.

Bottom

Data type: Boolean.

Bottom radius output.

Side

Data type: Boolean.

The depth output

UV Map

Data type: Vector.

UV map output.

Grid

Grid

Grid creates a grid mesh.

Inputs

Size

The initial size.

Vertices X

Data type: Integer.

The initial number of vertices in X direction.

Vertices Y

Data type: Integer.

The initial number of vertices in Y direction.

Outputs

Mesh

Data type: Geometry.

Mesh output.

UV Map

Data type: Vector.

UV map output.

Ico Sphere

Ico Sphere

Ico Sphere creates a ico Sphere mesh.

Inputs

Radius

Data type: Float (distance).

The initial radius.

Subdivisions

Data type: Integer.

The initial subdivisions.

Outputs

Mesh

Data type: Geometry.

Mesh output.

UV Map

Data type: Vector.

UV map output.

Mesh Circle

Mesh Circle

Circle creates a Circle mesh.

Input

Vertices

Data type: Integer.

Number of vertices.

Radius

Data type: Float (distance).

The initial radius.

Properties

Properties
Fill Type

Defines how the Circle mesh is filled.

None

pure edge geometry.

N-Gon

The circle face is a N-Gon face.

Triangles

The circle face is triangulated.

Outputs

Mesh

Data type: Geometry.

Mesh output.

Mesh Line

Mesh Line

Line creates a line mesh.

Input

Count

Data type: Integer.

The initial number of segments.

Start Location

Data type: Vector (translation).

The initial location.

Offset

Data type: Vector (translation).

The initial offset.

Properties

Mode
Mode
Offset

Specify the offset from one vertice to the next.

End Points

Specify the line start and endpoints.

Count ModeCount
Count

Specify the number of total vertices.

End Points
End Points

Specify the distance between the vertices.

Outputs

Mesh

Data type: Geometry.

Mesh output.

UV Sphere

UV Sphere

UV Sphere creates a uv sphere mesh.

Inputs

Segments

Data type: Integer.

The initial number of segments.

Rings

Data type: Integer.

The initial number of edgerings.

Radius

Data type: Float (distance).

The initial radius.

Outputs

Mesh

Data type: Geometry.

Mesh output.

UV Map

Data type: Vector.

UV map output.

Topology

Add menu - Mesh - Topology

Add menu - Mesh - Topology
Add menu - Mesh - Topology

Mesh topology related nodes.

Corners of Edge

Corners of Edge

Retreive the corners that makes up a edge.

Inputs

Face Index

The face to get the data from.

Weights

Data type: Float.

Values used to sort the corners of the face.

Sort Index

Data type: Integer.

Which of the corners to output.

Outputs

Corner Index

Data type: Integer.

The output corner.

Total

Data type: Integer.

The number of corners in the face.

Corners of Face

Corners of Face

Retreive the corners that makes up a face.

Inputs

Face Index

Data type: Integer.

The face to get the data from.

Weights

Data type: Float.

Values used to sort the corners of the face.

Sort Index

Data type: Integer.

Which of the corners to output.

Outputs

Corner Index

Data type: Integer.

The output corner.

Total

Data type: Integer.

The number of corners in the face.

Corners of Vertex

Corners of Vertex

Retreive face corners connected to vertices.

Inputs

Vertex Index

Data type: Integer.

The vertice to get the data from.

Weights

Data type: Float.

Values used to sort the corners attached to the vertice.

Sort Index

Data type: Integer.

Which of the corners to output.

Outputs

Corner Index

Data type: Integer.

The output corner.

Total

Data type: Integer.

The number of corners connected to each vertice.

Edges of Corner

Edges of Corner

Retreive the edges of both sides of a corner.

Inputs

Corner Index

Data type: Integer.

The corner to retreive the data from.

Outputs

Next Edge Index

Data type: Integer.

The edge behind the corner.

Previous Edge Index

Data type: Integer.

The edge before the corner.

Edges of Vertex

Edges of Vertex

Retreive the edges connected to each vertex.

Inputs

Vertex Index

Data type: Integer.

The vertice to get the data from.

Weights

Data type: Float.

Values used to sort the edges attached to the vertice.

Sort Index

Data type: Integer.

Which of the edges to output.

Outputs

Edge Index

Data type: Integer.

The output edge.

Total

Data type: Integer.

The number of edges connected to each vertice.

Face of Corner

Face of Corner

Retreive the faces connected to each corner.

Inputs

Corner Index

Data type: Integer.

The corner to get the data from.

Outputs

Face Index

Data type: Integer.

The output faces.

Index in Face

Data type: Integer.

The index of the corner, starting from the first corner in the face.

Offset Corner in Face

Offset Corner in Face
Offset Corner in Face

Retreive corners within the same face as another

Inputs

Corner Index

Data type: Integer.

The corner to get the data from.

Offset

Data type: Integer.

The numbers of corners to move around the face before getting the result. It circles around the start of the face if necessary.

Outputs

Corner Index

Data type: Integer.

The index of the offset corner.

Vertex of corner

Vertex of corner

Retreive the vertex each corner is attached to.

Inputs

Corner Index

Data type: Integer.

The corner to get the data from.

Offset

The numbers of corners to move around the face before getting the result. It circles around the start of the face if necessary.

Outputs

Vertex Index

Data type: Integer.

The vertex each corner is attached to.

UV

Add menu - UV

Add menu - UV
Add menu - UV

Here you find nodes to modify the UV mapping.

Pack UV Islands

Pack UV Islands

Pack the UV islands to get the most out of the UV mapping.

Inputs

UV

Data type: Vector.

The input UV geometry.

Selection

Data type: Boolean.

A selection of the UV geometry.

Margin

Data type: Float.

How big the gap between the single UV patches should be.

Rotate

Data type: Boolean.

Rotate island for best fit.

Method

Data type: Menu.

Method

Method used for packing UV Islands.

Bottom Left

Bottom left corner of packing bounds.

Top Right

Top right corner of packing bounds.

Outputs

UV

Data type: Vector.

The output UV geometry.

UV Tangent

UV Tangent

Generate tangent directions based on a UV map.

Inputs

Method

Data type: Menu.

Method

Exact or fast calculation.

UV

Data type: Vector (xyz2d).

x and y values of the UV space.

Outputs

Tangent

Data type: Vector.

The output UV geometry.

UV Unwrap

UV Unwrap

Unwrap the mesh to give it an UV mapping.

Inputs

Selection

Data type: Boolean.

Which faces of the mesh should be unwrapped.

Seam

Data type: Boolean.

Mark edges as a seam for unwrapping.

Margin

Data type: Float.

How big the gap between the single UV patches should be.

Fill Holes

Data type: Boolean.

Virtually fill holes before unwrapping the mesh. This preserves symmetry and can avoids overlaps.

Method

Data type: Menu.

Method

The unwrap method.

Outputs

UV

Data type: Vector.

The output UV geometry.