Graph Mesh Generator
The Graph mesh generator uses a PopcornFX nodegraph to compute the properties of each vertex on a source mesh (either procedural from a list of builtin shape types, or from an external mesh asset).
Properties
Property name |
Default value |
Description |
All common properties, see Mesh Generators |
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Source mesh type
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Size of the final mesh |
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Constant color set on all vertices |
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When |
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Number of horizontal subdivisions, when |
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Number of vertical subdivisions, when |
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Number of subdivisions along the horizontal shape angle, when |
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Number of subdivisions along the vertical shape angle, when |
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UV generation mode when
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Hemisphere`` |
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When |
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Mesh asset to use as the source mesh when |
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When enabled, all the normals will be automatically recomputed from the mesh geometry. |
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When enabled, all the tangents will be automatically recomputed from the normals & UVs. |
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When enabled, normals will be smoothed across UV seams. |
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Random seed used to generate the vector-field |
Vertex Graph
The vertex graph is run once per vertex of the base generated mesh, to compute the new properties of this vertex.
The base vertex graph consists of an input template MeshGeneratorArgs, which outputs the various properties of the vertex, and an output template MeshGeneratorOutputs, which expects as an input all the properties to rewrite into that vertex. Pins that are not wired will keep the original property of the vertex.

Current Limitations
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You cannot make local templates
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You cannot use custom attributes
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The simulation will be one-shot, it cannot be iterated over multiple frames to make a simulation converge using previous vertex values
Available Inputs
The MeshGeneratorArgs template outputs the following values:
Property |
Type |
Description |
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Vertex position |
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Vertex normal |
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Vertex tangent in the |
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Vertex UV channel 0 |
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Vertex UV channel 1 |
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Vertex UV channel 2 |
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Vertex UV channel 3 |
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Vertex UV channel 4 |
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Vertex UV channel 5 |
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Vertex UV channel 6 |
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Vertex UV channel 7 |
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Vertex UV channel 8 |
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Vertex UV channel 9 |
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Vertex Color channel 0 |
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Vertex Color channel 1 |
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Vertex Color channel 2 |
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Vertex Color channel 3 |
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Vertex Color channel 4 |
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Vertex Color channel 5 |
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Vertex Color channel 6 |
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Vertex Color channel 7 |
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Vertex Color channel 8 |
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Vertex Color channel 9 |
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LOD Level of the current submesh being processed |
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ID of the current submesh being processed |
Available Outputs
The MeshGeneratorOutputs template takes the following values as inputs:
Property |
Type |
Description |
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Vertex position |
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Whether or not the position should be written |
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Vertex normal |
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Whether or not the normal should be written |
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Vertex tangent in the |
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Whether or not the tangent should be written |
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Vertex UV channel 0 |
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Whether or not the UV channel 0 should be written |
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Vertex UV channel 1 |
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Whether or not the UV channel 1 should be written |
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Vertex UV channel 2 |
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Whether or not the UV channel 2 should be written |
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Vertex UV channel 3 |
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Whether or not the UV channel 3 should be written |
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Vertex UV channel 4 |
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Whether or not the UV channel 4 should be written |
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Vertex UV channel 5 |
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Whether or not the UV channel 5 should be written |
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Vertex UV channel 6 |
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Whether or not the UV channel 6 should be written |
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Vertex UV channel 7 |
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Whether or not the UV channel 7 should be written |
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Vertex UV channel 8 |
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Whether or not the UV channel 8 should be written |
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Vertex UV channel 9 |
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Whether or not the UV channel 9 should be written |
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Vertex Color channel 0 |
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Whether or not the Color channel 0 should be written |
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Vertex Color channel 1 |
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Whether or not the Color channel 1 should be written |
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Vertex Color channel 2 |
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Whether or not the Color channel 2 should be written |
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Vertex Color channel 3 |
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Whether or not the Color channel 3 should be written |
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Vertex Color channel 4 |
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Whether or not the Color channel 4 should be written |
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Vertex Color channel 5 |
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Whether or not the Color channel 5 should be written |
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Vertex Color channel 6 |
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Whether or not the Color channel 6 should be written |
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Vertex Color channel 7 |
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Whether or not the Color channel 7 should be written |
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Vertex Color channel 8 |
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Whether or not the Color channel 8 should be written |
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Vertex Color channel 9 |
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Whether or not the Color channel 9 should be written |