You can also think of it as the density of the voxels used by the solver. The Depth value must be an integer with a maximum value of 10, because each increment increases the solver's potential memory usage by 8 times, so keep it as low as possible. Sets the maximum depth of the tree that is used for surface reconstruction. When enabled, filter the new mesh so that only faces with normals similar to those of the input are created. When enabled, selection flags from GeoSelect nodes further up the tree are used to create the mesh. Tip:You can also use the cog menu, the Viewer picker, or drag and drop paths from the Scene Graph to create masks. For example, /GeoCube1 /GeoCard3 applies the transform to only those prims. You can use standard glob-style variables, such as /*, to create masks or use individual prim names separated by spaces. Specifies the mask pattern to match the prim names from which the mesh is created. Note:Setting the Parent Type to None may cause some referenced objects to behave as if they don't exist. Sets the type of prim to create if there are missing ancestors in the path. Path defaults a prim path variable which is equal to the node name, such as GeoPointsToMesh1 or GeoPointsToMesh5. The previous stage in the scene you want to affect. Tip:GeoPointsToMesh's classic 3D system equivalent is the PoissonMesh node. The original source code and paper can be found at Note:Based on the SGP 2006 paper, Poisson Surface Reconstruction by Michael Kazhdan, Matthew Bolitho, and Hugues Hoppe. The GeoPointsToMesh node (NukeX only) uses geometry normals to generate a mesh from a point cloud using Poisson Surface Reconstruction.
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