The **tySplineMesher** modifier can quickly convert huge numbers of splines into geometry, much faster than 3ds Max’s default renderable spline modifier. It is ideal for **tySplines** objects, but can be assigned to shape objects of any type.

Variation parameters are seeded by both the seed spinner values, and the material ID of the subspline. In order to apply variation between subsplines, ensure the subsplines have different material ID values.

**Extrude**: extrudes the splines in a specific direction.**Mesh**: deforms meshes along the length of splines.**Tube**: converts splines into cylindrical meshes.**Use raw tySplineCaches**: when enabled, if this modifier is directly above a tySplineCache modifier (because it’s on a tyCache object which is loading cached splines), it will efficiently and directly access loaded spline data (ignoring optimization/interpolation values in the tySplineCache modifier.

In order to obey optimization/interpolation settings of an underlying tySplineCache modifier (at the cost of performance), disable this setting.

**Per-Spline**: extrusions will happen on a per-spline basis. No boolean operations will be performed and overlapping splines will have overlapping extrusion geometry.**Multi-Spline**: prior to any extrusions, splines will be combined using boolean operations and split into non-overlapping groups. No overlapping extrusion geometry should be generated in the result, and nested splines will create holes in the resulting extrusions.**Odd, Non-Zero, Positive, Negative**: winding order rules which determine which parts of overlapping splines are considered interiors, and how to deal with them.

**Amount**: the distance to extrude the splines.**Multiply by knot radius**: controls whether the distance of spline extrusions is affected by knot radius. Knot radius is a custom value passed up the modifier stack by**tySplines**objects, based on originating particle radii. This option will not work if this modifier is assigned to a default 3ds Max shape.

**X/Y/Z**: the radius of the knot along the given axis will be the multiplier.**XYZ**: the radius of the longest knot axis will be the multiplier.**Segments**: the number of segments to generate along the extrusion.**Cap start**: faces will be generated on the bottom of closed extruded splines.**Cap end**: faces will be generated at the top of closed extruded splines.**Smooth**: extruded faces will be assigned smoothing groups.**Real-world map size**: assigned UVW coordinates will be relative to the size of the extruded mesh.

**Vector**: the direction of the extrusion will be a user-specified vector.**Nearest surface normal**: the direction of the extrusion will be the nearest surface normal on the nearest mesh to each input spline knot.**Objects**: the list of input objects whose distance to spline knots will be measured.

Capping options are not available when “nearest surface normal” direction mode is activated.

**Stretch %**: controls the maximum percent along splines to stretch geometry. Animating this value allows you to animate the length of an extrusion along the spline.**Squash**: squashes the extrusion along a vector that is perpendicular to each spline segment.**Offset**: offsets the extrusion along a vector that is perpendicular to each spline segment.**Rotation**: rotates the extrusion along each spline segment’s local axis.**Rotation offset**: controls the starting point along the spline after which rotation values will take effect.**Twist**: controls the amount of twist that will be applied to successive geometry cross sections along the length of the spline.**Twist offset**: controls the starting point along the spline after which twist values will take effect.**Normalize twist**: controls whether the amount of twist applied is dependent on the length of the spline.**Reverse**: controls whether the ordering of knots along a spline is reversed.

**From spline**: the orientation of geometry cross sections along the spline will be dynamically determined by the spline’s topology.**From spline**: the orientation of geometry cross sections along the spline will be static.**From knots**: the orientation of geometry cross sections along the spline will be determined by its knots. This option will not work if this modifier is assigned to a default 3ds max shape.**X/Y/Z**: controls which axis of the source TM will be the forward vector of the orientation matrix.

**Radius**: controls the overall radius of spline extrusions.**Multiply by knot radius**: controls whether the radius of spline extrusions is affected by knot radius. Knot radius is a custom value passed up the modifier stack by**tySplines**objects, based on originating particle radii. This option will not work if this modifier is assigned to a default 3ds Max shape.

**X/Y/Z**: the radius of the knot along the given axis will be the multiplier.**XYZ**: the radius of the longest knot axis will be the multiplier.

**Multiply radius by length**: controls whether the radius of spline extrusions will be affected by the overall length of each spline.**Length threshold**: controls the reference length that each spline length will be compared against, when determining how to multiply its extrusion radii.**Min mult**: the minimum multiplier value for extrusion radii. Increase this value to prevent variable-radius spline extrusions from becoming too thin.**Max mult**: the maximum multiplier value for extrusion radii. Decrease this value to prevent variable-radius spline extrusions from becoming too thick.**Invert**: inverts the variable-radius operation.

**By Length**: the length of the spline will determine the taper interpolation.**By Age**: the age of the knots will determine the taper interpolation.**Linear**: linear taper is a radius multiplier applied evenly along the spline.**Curve**: curve taper is a radius multiplier applied by projecting a curve along the spline.**Amount**: the amount of linear taper to apply.**X/Y/XY**: controls the taper axis.**Symmetrical taper**: enabling this option tapers splines from the center outwards, instead of from end-to-end.

**Default**: the default number of side faces created around a spline extrusion. Increasing this value increases the resulting mesh resolution.**Render**: enabling this override allows you to control the number of side faces created around a spline extrusion at render time.

**Override side matID**: controls whether side faces will receive a custom material ID.**Side ID**: controls the material ID value for side faces.**Override cap matID**: controls whether cap faces will receive a custom material ID.**Cap ID**: controls the material ID value for cap faces.

**Cap ends**: controls whether the ends of an extrusion are capped with faces.

**Mesh list**: the list of input meshes that will be randomly selected and extruded along input splines.

**Mesh bounds**: the “stretch” parameter in the Spline Mesher rollout will act as a multiplier on the bounds of the input mesh. A value of 100 will stretch the input mesh to its default length.**Spline length**: the “stretch” parameter in the Spline Mesher rollout will act as a multiplier on the length of the input spline. A value of 100 will stretch the input mesh to the length of the spline.

Applies an offset to the input mesh’s position along the length of the spline.

**Percent**: the mesh will be offset by a percentage of the spline’s overall length.**Distance**: the mesh will be offset by an absolute value along the spline’s overall length.**Variation %**: the per-particle percentage of variation to apply.

**X/Y/Z**: the axis used to orient the input mesh along the spline.**Flip**: flips the orientation axis.**Center pivot**: input meshes will be deformed along their center, rather than their default pivot.

**Inherit Material ID**: input meshes will inherit the material ID of their spline.

**Seed**: the seed value for all varied parameters.

**Assign UVs**: (mesh mode only) controls whether UV overrides will be applied.**Normalize UVs**: controls whether UVW coordinates assigned to a vertex are relative to that vertex’s location along the spline.

If “normalize UVs” is enabled, texture vertex V-coordinates will have a value between 0.0 and 1.0, depending on how far along each spline they are. If “normalize UVs” is disabled, texture vertex V-coordinates will have a value relative to the number of edge segments along the subspline they are. For example, in “Tube” mode a vertex placed along the spline at the 6th edge segment will have a V-coordinate value of 6.0.

**Map channel**: (mesh mode only) controls the mapping channel that UV overrides will be applied to.

U Coordinate settings are only available in “Tube” mode.

**Multiplier**: a multiplier applied to U coordinate values.**Variation %**: the per-particle percentage of variation to apply.**Offset**: an overall offset applied to U coordinate values.**Variation %**: the per-particle percentage of variation to apply.

**Multiplier**: a multiplier applied to V coordinate values.**Variation %**: the per-particle percentage of variation to apply.**Offset**: an overall offset applied to V coordinate values.**Variation %**: the per-particle percentage of variation to apply.**Seed**: the value which will seed the various randomization functions.