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Node reference

Quick reference for every built-in MeshNodes node. For how to add and wire nodes in the UI, see the Editor guide.


Generate

Node What it does
Primitive Creates a base shape: cube, sphere, cylinder, capsule, plane, quad, donut, etc.
Custom Mesh Imports an existing mesh from your project as the starting point

Combine

Node What it does
Array Duplicates the mesh along an axis with spacing, rotation, and scale per copy
Instances Places mesh copies at face or vertex centers
Merge Combines two meshes into one (inputs A and B)
Graph Embeds another saved graph as a reusable sub-graph

Transform

Node What it does
Translate Moves vertices by an offset
Rotate Rotates around a pivot and axis
Scale Uniform or per-axis scaling

Deform

Node What it does
Bend Bends geometry around an axis and angle
Hook Pulls vertices toward an offset from a reference point
Inflate Pushes vertices along their normals
Noise Adds procedural displacement (organic variation)
Smooth Averages vertex positions with neighbors
Spherify Warps geometry toward a spherical shape
Taper Scales cross-section based on height along an axis
Twist Twists around an axis from a pivot

Modify

Node What it does
Bevel Softens edges and corners
Extrude Extrudes faces outward
Filter Faces Removes faces by index, range, or random threshold
Flip Normals Reverses face winding / normals
Subdivide Splits faces into smaller polygons

UVs

Node What it does
UV Transform Offset, scale, and rotate UV coordinates
UV Auto Fit Automatically fits UVs to bounds

Vertex color

Node What it does
Color Assigns or blends vertex colors

Math / variables

Available from New Variable in the context menu (also under New Node → Math where applicable):

Node What it does
Boolean True/false value
Integer Whole number
Float Decimal number
Vector2 / Vector3 / Vector4 Multi-component values for positions, scales, etc.
Math Arithmetic on wired inputs

Use variables to drive multiple nodes from one slider or to pass values through the graph without long wire runs (Passable Variables in v2.1).


Graph I/O

Node What it does
Input Entry point for nested graphs / exposed inputs
Output Final mesh result — use Build Mesh here to bake

Custom nodes

Programmers can add nodes under New Node → Custom using MN_CustomNodeAttribute. A sample template ships at:

Assets/MeshNodes/Extensions/Editor/


Suggested starter pipelines

Goal Chain
Block Primitive → Scale → Output
Smooth blob Primitive (Sphere) → Subdivide → Noise → Smooth → Output
Furniture part Primitive → Translate → Merge (× branches) → Output
Tiled fence Primitive → Array → Output

More UI detail: Editor guide