Docs

Generate Settings

One node, wired into every voxel consumer in the graph. It carries the mesher choice, the voxel size, the ISO level and the volume that gets scanned.

Generate Settings node

The Generate Settings node

When to use it

One node, wired into every voxel consumer in the graph. It carries the mesher choice, the voxel size, the ISO level and the volume that gets scanned.

Pins

Pin Type Description
Settings Voxel Settings The settings, ready to plug into a Generate, Sculpt or Paint node.

Settings

Setting Type Description
Mesher Type Choice Blocky or smooth. Everything under Cubic applies to the first and everything under Dual Marching Cubes to the second; the details panel hides whichever one you are not using.
Setting Type Description
Cubic: Grid Size Whole number (X, Y, Z) How many voxels make up one chunk, per axis. Bigger chunks mean fewer of them and more work in each.
Cubic: Voxel Size Number How much world space one voxel covers, in centimetres. Halve it for twice the detail and roughly eight times the work.
Cubic: ISO Level Number The density value the mesher treats as the surface. Everything in this toolset - the primitives, the CSG nodes, the sculpt brushes - is written for 0, so leave it there unless the field is coming from somewhere else.
Cubic: Inverted True/False Swaps inside for outside: solid where the density is above the iso level instead of below it. The sculpt brushes follow it, so Add still adds.
Greedy Meshing True/False Merges neighbouring coplanar faces into single large quads instead of emitting one per voxel face. Far fewer triangles for the same blocky shape, and on by default.
Per Chunk Parallelization True/False Splits the meshing work inside a single chunk across threads. Off by default.
Setting Type Description
Dual Marching Cubes: Grid Size Whole number (X, Y, Z) How many voxels make up one chunk, per axis. Bigger chunks mean fewer of them and more work in each.
Dual Marching Cubes: Voxel Size Number How much world space one voxel covers, in centimetres. Halve it for twice the detail and roughly eight times the work.
Dual Marching Cubes: ISO Level Number The density value the mesher treats as the surface. Everything in this toolset - the primitives, the CSG nodes, the sculpt brushes - is written for 0, so leave it there unless the field is coming from somewhere else.
Dual Marching Cubes: Inverted True/False Swaps inside for outside: solid where the density is above the iso level instead of below it. The sculpt brushes follow it, so Add still adds.
Force Manifold True/False Runs the extra pass that resolves the cell configurations which would otherwise leave an edge shared by more than two faces. On by default, because most of what you would do next with the mesh refuses a non-manifold one.
Setting Type Description
Auto Fit Bounds True/False Find the shape on its own and build only where it actually is. On by default, and it saves you sizing a box by hand. It works by sniffing for the surface, which needs the field to behave like a distance. Multiply a density by 50 somewhere upstream and the sniffing goes wrong: patches of surface never get built and you get a mesh full of holes. Turn this off and give it a box when that happens, or when you only want a piece of a bigger field.
Search Extent Number How far out from the origin to look for the surface. Be generous. Empty space costs nothing here, and if your shape runs past this line it gets cut off flat at the edge. The node warns you when it hits the boundary.
Bounds Center Vector Where the box sits, when you are placing it yourself.
Bounds Extent Vector How big the box is from the middle out, when you are placing it yourself. What gets built is filled in whole tiles, so it can spill a little past the size you type.
Setting Type Description
Enable Raytracing True/False Builds raytracing data for the live preview. It has no bearing on the mesh Density to Mesh hands you.
Setting Type Description
Enable Collision True/False Builds collision for the live preview. Same as raytracing: the baked mesh does not carry it.
Collision Max LOD Whole number How far down the LOD chain to build collision. 0 is full detail only, which is nearly always what you want.
Async Collision True/False Cooks that collision on a worker thread so the preview does not stall while it finishes.