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.
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.
For example, if the time slider is at frame 5 and the offset value is set to -5, the input objects will return their mesh/particle data from frame 0.
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.
Show name: displays the name of the tyMesher next to its icon in the viewport.
When “absolute” radius is disabled, voxelization radius will be derived from particle properties.
Multiplier: an overall multiplier applied to radii values.
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.
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.
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.
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.
Influence: controls the radius multiplier applied to tbhe UVW inheritance algorithm. The larger the value, the further away a particle can influence a particular vertex’s UVW values in the resulting mesh.
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.
Enable MatID filter: when enabled, only faces with material IDs found in the match list will be copied from the input geometry.
MatIDs: the list of material ID values to match.