Solve mesh exposure for a collection of energy rays and obstructions.
|Align Vertices (AlignVert)|
Align nearby vertices in a mesh
|Blur Mesh (MBlur)|
Blur the colours on a mesh
|Simple Mesh (SMesh)|
Create a mesh that represents a Brep as simply as possible
|Cull Faces (CullF)|
Cull faces from a mesh
|Cull Vertices (CullV)|
Cull vertices from a mesh
|Delete Faces (DeleteF)|
Delete faces from a mesh
|Delete Vertices (DeleteV)|
Delete vertices from a mesh
|Mesh Join (MJoin)|
Join a set of meshes into a single mesh
Quadrangulate as many triangles as possible in a mesh
|Settings (Custom) (Custom Mesh Settings)|
Represents custom mesh settings.
|Settings (Speed) (Jagged)|
Represents 'Jagged & faster' mesh settings.
|Settings (Quality) (Smooth)|
Represents 'Smooth & slower' mesh settings.
|Mesh Shadow (MShadow)|
Compute the shadow outline for a mesh object
|Disjoint Mesh (Disjoint)|
Split a mesh into disjoint pieces.
|Mesh Split Plane (MSplit)|
Split a mesh with an infinite plane.
|Mesh Surface (Mesh UV)|
Create a Surface UV mesh
Triangulate all quads in a mesh
|Unweld Mesh (Unweld)|
Unweld (split) creases in a mesh
|Weld Mesh (Weld)|
Weld (merge) creases in a mesh
Solve occlusion for a collection of view rays and obstructions.
|Flip Mesh (FlipM)|
Flip the normal vectors of a mesh
|Unify Mesh (UniM)|
Unify the normals of a mesh
|Smooth Mesh (MSmooth)|
Smooth the vertices of a mesh
2D Metaball isocurve through point
2D Metaball isosurface by threshold
|MetaBall(t) Custom (MetaBall(t))|
2D Metaball isosurface by threshold and custom charge values
|Delaunay Edges (Con)|
|Convex Hull (Hull)|
Compute the planar, convex hull for a collection of points
|Delaunay Mesh (Del)|
|Facet Dome (Facet)|
Create a facetted dome
A three-dimensional oc-tree structure
Planar voronoi diagram for a collection of points
|Proximity 2D (Prox)|
Search for two-dimensional proximity within a point list
|Proximity 3D (Prox)|
Search for three-dimensional proximity within a point list
A two-dimensional quadtree structure
|Voronoi Groups (VorGroup)|
Compute a custom set of nested voronoi diagrams.
Substrate algorithm inspired by Jared Tarbell (Complexification.net)
|Voronoi 3D (Voronoi³)|
Volumetric voronoi diagram for a collection of points
|Voronoi Cell (VCell)|
Compute a single 3D Voronoi cell
|Deconstruct Face (DeFace)|
Deconstruct a mesh face into its four corner indices.
|Deconstruct Mesh (DeMesh)|
Deconstruct a mesh into its component parts.
|Mesh Closest Point (MeshCP)|
Finds the closest point on a mesh
|Mesh Edges (MEdges)|
Get all the edges of a mesh
|Mesh Eval (MEval)|
Evaluate a mesh at a given parameter
|Face Boundaries (FaceB)|
Convert all mesh faces to polylines
|Face Circles (FaceC)|
Solve the circumscribed circles for all mesh faces
|Face Normals (FaceN)|
Extract the normals and center points of all faces in a mesh
|Mesh Inclusion (MInc)|
Test a point for Mesh inclusion
|Construct Mesh (ConMesh)|
Construct a mesh from vertices, faces and optional colours.
|Mesh Colours (MCol)|
Assign a repeating colour pattern to a mesh object.
|Mesh Spray (MSpray)|
Assign colours to a mesh based on spray points.
|Mesh Plane (MPlane)|
Create a mesh plane.
|Mesh Sphere (MSphere)|
Create a mesh sphere.
|Mesh Sphere Ex (MSphereEx)|
Create a mesh sphere from square patches.
|Mesh Quad (Quad)|
Create a mesh quad.
|Mesh Triangle (Triangle)|
Create a mesh triangle.