- Append Geometry: Merges a second mesh into the first and brings its material slots along, with a choice of how the added geometry picks up skin weights.
- Remove Geometry: Deletes the masked triangles and cleans up after itself, tidying the skin weights.
- Subdivide: Adds density by splitting triangles, curving the new points to follow the surface. Paint a weight map to only split part of the mesh.
- OpenSubdiv: Smooths a mesh by subdividing it, the same way a subdivision surface works in a modelling package.
- Remesh: Rebuilds the surface out of evenly sized triangles at a length you pick. Reach for it when a sculpt or a scan has left stretched, tangled geometry that fights every deformer you put after it.
- Stitch: Pulls the open border of one mesh onto the open border of another so the two meet with no gap between them. Only the first mesh moves.
- Blend: Slides a mesh part way toward a second shape, with an optional weight map to limit where it happens. Both meshes need the same vertex count.
- Weld: Stitches open edges back together wherever two vertices sit almost on top of each other, closing splits and seams left by an import or a cut.
- Recompute Normals: Rebuilds the normals from the shape the mesh is in now. Drop it in after anything that moved vertices, when the shading has stopped matching the surface.
- Replace Geometry: Swaps everything on one material slot for a different piece of geometry, then re-weights the new part off the mesh it landed in. Change a head, a hand or a plate of armour without touching the rest.
- Delta Mush (Experimental): Cleans up the crumpling and volume loss that skinning leaves around joints, then puts the sculpted surface detail back by reading it off the rest pose.
- Change Attribute Domain (Vertex ↔ Triangle): Moves a stored value between per-vertex and per-triangle, combining values by average, area-weighted average, minimum or maximum.
- Convert To Static Mesh: Builds a static mesh out of the incoming mesh so nodes that expect one can take it. The result is rebuilt each time the graph loads rather than saved to disk.
- Fix Intersections: Pushes vertices apart until the mesh stops passing through itself, or through a collision surface you wire in.
- Generate LODs: Builds a whole LOD chain from one mesh in a single step, keeping UV islands, material sections and polygroups intact at every level.
- Get Attribute: Pulls a named value stored on the mesh back out as a weight map, so masks, blends and weight-map math can get at it. The dropdown lists whatever the connected mesh is actually carrying.
- Guided Delta Mush: Relax the noisy parts of a scan and leave everything else bit-for-bit alone.
- Primitive: Builds a box, sphere, plane, disc, cylinder, cone, capsule or torus from numbers alone, with UVs and normals already set up. Nothing to wire in, and sizes are in world units.
- Retopologize: Rebuild a dense scan or sculpt as clean quads. Draw strokes on the surface to say which way the edge loops should run, let the field settle, then press Accept.
- Set Attribute: Stores a named number on every vertex or triangle: one constant, or per-vertex values from the Weights input.
- Simplify: Cuts a dense mesh down to a triangle or vertex count you pick, leaving its UV islands, material sections and polygroups where they are. Press Simplify to run it.
- Transfer Attribute: Copies a stored value from the Source mesh onto the Target mesh, matching vertex for vertex when the counts agree and by proximity when they do not. The node tells you which of the two it used.
- Wrangle: The escape hatch. Write a short program and it runs once per vertex, per triangle, per corner, per texel, or once for the whole mesh. When no node does the thing you want, this does.
- Language and control flow: Statements, operators, types, loops and your own functions.
- Channels and attributes: P, N, uv, Cd and the rest, per domain, plus the @attributes you name yourself and the mesh-wide constants.
- Parameters: The inputs you declare on the node: floats, vectors, weight maps, ramps, transforms and deltas.
- Scalar and vector functions: Maths on numbers and on vectors, plus the integer and debug helpers.
- Noise: Deterministic simplex noise: the same input gives the same value on every run and every machine.
- Neighbours, transforms and distance: Walking the one-ring, moving points and frames around, and geodesic distance across the surface.
- Donor mesh pins: Reading a second mesh by pin name: positions, normals, attributes, nearest points and ray hits.
- Textures and landmarks: Sampling a Texture pin, and reading or writing a Landmarks pin.
- MetaHuman DNA: Reading a MetaHuman DNA by pin name from the expression: joints, meshes, blend shapes, controls and skin weights.
- Run modes: Texel and Corner: What one run corresponds to in the two per-element modes that are not Vertex or Triangle, and what each one may touch.
- Run mode: Detail: The mode that runs once for the whole mesh, and the only one that may add or remove geometry.
- Arrays: Growable lists of floats or vectors, local to one run of the expression.
- Skin weights and viewport: Reading and writing the mesh's real skin weights, and drawing debug geometry in the viewport.
- Python stage: The #@python blocks in the code editor: when they run, what they can reach, and how they hand values to the expression.
- Python API: Everything on the mm object, plus the mm.ui buttons and labels a script can declare.
- Examples: The ready-made recipes the code editor's own Examples menu inserts, expression and Python side by side.