particleMesher - superclass: GeometryClass; super-superclass:node - 8:0 - classID: #(998877, 32670)
The Mesher compound object converts procedural objects to mesh objects on a per-frame basis so that you can apply modifiers such as Bend or UVW Map. It can be used with any type of object, but is designed primarily to work with particle systems. Mesher is also useful for low-overhead instancing of objects with complex modifier stacks.
Constructor
particleMesher ...
Properties
<particleMesher>.pick UndefinedClass default: undefined -- node
Click this button and then select the object to be instanced by the Mesher object. After doing so, the name of the instanced object appears on the button.
<particleMesher>.renderTimeOnly BooleanClass default: false -- boolean
When on, the Mesher particles do not appear in the viewports, but only when you render the scene. Default=off.
Use this option to reduce the amount of computation required for the viewport display.
<particleMesher>.extranodes ArrayParameter default: #() -- node array
<particleMesher>.time Float default: 0.0 -- float
The number of frames ahead of or behind the original particle system that the Mesher's particle system will run. Default=0.
<particleMesher>.radius Float default: 10.0 -- float
<particleMesher>.useCustomBounds BooleanClass default: false -- boolean; Use_Custom_Bounds
When on, Mesher replaces the dynamic bounding box derived from the particle system and modifier with a static bounding box of the user's choice.
<particleMesher>.boundsMin Point3 default: [1,1,1] -- point3; BoundsA
<particleMesher>.boundsMax Point3 default: [-1,-1,-1] -- point3; BoundsB
See also