tyMesher Object

The tyMesher object can be used to convert point clouds into surfaces. Point clouds can be derived from both particles and the vertices of regular geometry.


Parameters Rollout

Mode

  • Blobmesh: input particles/geometry will be converted to a blobmesh using OpenVDB.

  • Input Geometry: input particles/geometry will be combined into a single mesh.

  • Tets: input particles/geometry will be converted into a volume of tetrahedrons.

Input Objects and Particles

  • Object list: the list of objects whose particles/vertices will be meshed.

Display

  • Enable in viewport: controls whether the tyMesher will generate its mesh in the viewport.

  • Show icon: controls whether the tyMesher icon is displayed in the viewport.

  • Icon size: controls the size of the tyMesher icon.

Update

  • Auto update: when enabled, the tyMesher will automatically regenerate its mesh when it detects a change in its reference geometry/particles.

Blobmesh Rollout

Radius

  • Absolute: controls whether the radius of voxelized points will be absolute.

When “absolute” radius is disabled, voxelization radius will be derived from particle properties.

  • Multiplier: an overall multiplier applied to radii values.

  • Variation %: the per-particle percentage of variation to apply.

Resolution

  • Voxel Size: the size of the mesher voxels. Smaller values increase the resulting mesh resolution.

  • Render Size: when enabled, overrides the size of the mesher voxels at rendertime.

Voxel Filtering

Applies filtering to voxels prior to meshing. Enabling a filter can help smooth out boundaries between voxel radii.

  • Filter type: the filtering kernel to apply to voxels.

  • Filter width: the width of the filtering kernel in voxel units.

Particles

  • Process particle meshes: adds the vertices of each particle mesh to the mesher instead of just the particle point itself

Meshes

  • Input mesh resampling: controls whether input mesh resampling is enabled

  • Multiplier: the face area ratio multiplier. Higher values will generate more resample points.

Sometimes input meshes from particles or objects are too low resolution to generate smooth mesher surfaces. Mesh resampling will generate implicit uniformly-distributed vertices over the faces of input meshes, which will help to fill in holes in the resulting mesher surface. The number of implicit points generated on a face is determined by the ratio between the area of the face and the voxel size/radius, multiplied by the resample multiplier. In other words, the bigger a face is compared to the voxel size/radius, the more resample points it will receive.

Inheritance

  • Inherit material IDs: controls whether the faces of the resulting mesh inherit material ID properties from input points.

  • Inherit UVWs: controls whether the faces of the resulting mesh inherit UVW coordinates from the input points.

  • Accuracy: controls the maximum number of input points that will be used to interpolate matID/UVW values.

Uniqueness

  • Seed: the seed value for all varied parameters.

tyFlow Particles Rollout

Simulation Groups

  • Simulation groups: controls which particle simulation groups will be imported.

Export Groups

  • Export groups: controls which particle export groups will be imported.

Particle Interface

  • Force particle interface: when enabled, tyFlow and tyCache objects will be processed as particle objects even if their particle interface is disabled.

Clustering Rollout

Clustering allows you to split up the input particle cloud into sub-clouds which are meshed separately.

  • Clustering disabled: no clustering will occur.

  • Custom data clustering: clusters groupings will be determined by the custom float data values of input tyFlow particles. The data values will be converted into integers and grouped accordingly.

  • Channel: the custom float data channel from which cluster values will be retrieved.

  • Material ID clustering: clusters groupings will be determined by the material ID alues of input points.

  • Texmap clustering: cluster groupings will be determined by an input world/object-space texmap.

  • Cluster count: the number of cluster groups to create from the input texmap values.

Tools Rollout

  • Extract mesh: the current tyMesher result will be extracted to a new scene object.

Tets Rollout

  • SDF Radius: the cell radius of the signed distance field used to create the tet meshes.