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Mesh Morpher documentation

Math

6 pages · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/math

Studio and Graph

Math

Scalar maths for driving other nodes: arithmetic, clamping, interpolation and comparisons on plain numbers.

Studio and Graph › Math

Clamp

Holds a value between a minimum and a maximum.

Clamp node

The Clamp node

When to use it

Holds a value between a minimum and a maximum.

Its job is making a computed setting safe before it drives a mesh node. A triangle budget derived from a measurement can legitimately come out at zero or at ten million, and clamping is how the graph stays inside the range you tested.

A node that clamps internally gives you no signal that the value was out of range. This one keeps the intent on the canvas where you can see it.

Set Min above Max and it publishes nothing and says so, rather than handing back Max for every input.

Pins

Pin Type Description
Value Number The number to keep in range. Leave it unwired and the panel value is used.
Min Number The floor. Leave it unwired and the panel value is used.
Max Number The ceiling. Leave it unwired and the panel value is used.
Pin Type Description
Result Number The number, pulled back inside Min and Max.

Settings

Setting Type Description
Value Number The number to keep in range. The Value pin overrides it.
Min Number The floor. Set it above Max and the node goes red instead of guessing.
Max Number The ceiling.

Studio and Graph › Math

Float

One floating-point number on a wire, so a single value can drive several nodes at once.

Float node

The Float node

When to use it

One floating-point number on a wire, so a single value can drive several nodes at once.

Whenever the same number has to appear in two places and stay in step - a tolerance, a strength, a resolution - this keeps it visible on the canvas. A details-panel value typed twice is not.

Wire it into any node setting that offers an override pin. That node's own property then stops being used, which is why a setting that ignores your edits usually has a wire on it.

Pins

Pin Type Description
Result Number The number. Wire it into any setting that has an override pin.

Settings

Setting Type Description
Value Number The number this node hands out.

Studio and Graph › Math

Int

A whole-number constant, for the counts and budgets that have to be integers: triangle targets, iteration counts, LOD levels, seeds.

Int node

The Int node

When to use it

A whole-number constant, for the counts and budgets that have to be integers: triangle targets, iteration counts, LOD levels, seeds.

It does the same job Float does, for the same reason. One place to change the number.

Reach for the int version where the consumer takes an int, so what arrives is the value you typed rather than something a float-to-int conversion rounded on the way.

Pins

Pin Type Description
Result Whole Number The number. Wire it into any setting that has an override pin.

Settings

Setting Type Description
Value Whole number The number this node hands out.

Studio and Graph › Math

Lerp (A to B)

Blends from A to B by Alpha. 0 gives you A, 1 gives you B.

Lerp (A to B) node

The Lerp (A to B) node

When to use it

Blends from A to B by Alpha. 0 gives you A, 1 gives you B.

Dial a computed setting between two values you trust, or drive one number from another node's normalised output.

Alpha is not clamped, on purpose, so anything outside 0 to 1 extrapolates past the endpoints. If that is not what you want, put a Clamp in front of the alpha rather than expecting this node to contain it.

Pins

Pin Type Description
A Number What you get at Alpha 0. Leave it unwired and the panel value is used.
B Number What you get at Alpha 1. Leave it unwired and the panel value is used.
Alpha Number How far along you are between A and B. Go past 0 or 1 and it keeps going.
Pin Type Description
Result Number A blended towards B.

Settings

Setting Type Description
A Number What you get at Alpha 0. The A pin overrides it.
B Number What you get at Alpha 1. The B pin overrides it.
Alpha Number How far along you are between A and B. Nothing stops you going past either end.

Studio and Graph › Math

Scalar Math (Add / Subtract / Multiply / Divide)

Adds, subtracts, multiplies or divides two numbers. This is how a graph computes a setting from another value instead of hard-coding it: half the source triangle count, twice the measured distance.

Scalar Math node

The Scalar Math node. Its title follows the operation you pick.

When to use it

Adds, subtracts, multiplies or divides two numbers. This is how a graph computes a setting from another value instead of hard-coding it: half the source triangle count, twice the measured distance.

Divide by zero is reported as a node error and publishes nothing, rather than emitting an infinity or a silent zero. An infinity travelling into a mesh operation as an edge length or a vertex budget would blow up there, and you would blame the mesh node.

When nothing is published, the consumer falls back to its own setting. That is what a downstream node quietly ignoring its wire looks like.

Pins

Pin Type Description
A Number The number on the left of the sum. Leave it unwired and the panel value is used.
B Number The number on the right of the sum. Leave it unwired and the panel value is used.
Pin Type Description
Result Number The answer.

Settings

Setting Type Description
Operation Choice Which sum to do with A and B.
A Number The number on the left of the sum. The A pin overrides it.
B Number The number on the right of the sum. The B pin overrides it.