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    Class AlgoInterface

    Inheritance
    object
    Interface
    AlgoInterface
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Pixyz.Algo
    Assembly: Unity.Pixyz.SDKPlus.Editor.dll
    Syntax
    public class AlgoInterface : Interface

    Methods

    Name Description
    AlignUVIslands(OccurrenceList, int, double, double, AlignmentMode)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Align with the axes the UVs of the islands

    ApplyUvTransform(OccurrenceList, Matrix4, int)

    Apply a transformation matrix on texture coordinates

    AssembleCAD(OccurrenceList, double, bool)

    Assemble faces of CAD shapes

    AutomaticUVMapping(OccurrenceList, int, double, double, bool, bool, uint, uint)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Generates the texture coordinates and automatically find seams

    BackToInitialBRep(OccurrenceList)

    Create the BRep shape from a Tessellated shape with Domain Patch Attributes (after tessellate)

    BakeAOMap(uint, int, bool, ColorAlpha?)

    Ray tracing based ambient occlusion computation

    BakeDepthMap(uint, double, ColorAlpha?)

    Depth map baking

    BakeDiffuseMap(uint, bool, ColorAlpha?)

    Diffuse map baking

    BakeDisplacementMap(uint, bool, ColorAlpha?)

    Displacement map baking

    BakeEmissiveMap(uint, ColorAlpha?)

    Emissive map baking

    BakeFeatureMap(uint, ColorAlpha?)

    Feature map baking

    BakeImpostor(uint, int, int, bool, int, int, bool, bool, bool)

    bakes impostors textures

    BakeMaterialAOMap(uint, ColorAlpha?)

    AO baking from the source material

    BakeMaterialIdMap(uint, ColorAlpha?)

    Color map baking based on source material Ids

    BakeMaterialPropertyMap(uint, string, int, ColorAlpha?)

    Baking of custom material properties

    BakeMetallicMap(uint, ColorAlpha?)

    Metallic map baking

    BakeNormalMap(uint, Space, Space, ColorAlpha?)

    Normal map baking

    BakeOccurrencePropertyMap(uint, string, int, ColorAlpha?)

    Occurrence property map baking

    BakeOpacityMap(uint, ColorAlpha?)

    Opacity map baking

    BakePartIdMap(uint, ColorAlpha?)

    Color map baking based on the source part Ids

    BakePositionMap(uint, bool, ColorAlpha?)

    Position map baking

    BakeRoughnessMap(uint, ColorAlpha?)

    Roughness map baking

    BakeSpecularMap(uint, ColorAlpha?)

    Specular map baking

    BakeUVMap(uint, int, ColorAlpha?)

    Source UV coordinates baking

    BakeValidityMap(uint, double, double)

    Validity map baking, distinguishing baked pixels from non baked pixels

    BakeVertexAttributes(OccurrenceList, OccurrenceList, bool, bool, bool)

    Bake vertex attributes on meshes from other meshes

    BakeVertexColorMap(uint, ColorAlpha?)

    Vertex color map baking

    BarySmooth(OccurrenceList, int)

    Smooth the tessellations by moving the vertices to the barycenter of their neighbors

    BeginBakingSession(OccurrenceList, OccurrenceList, int, int, double, double, double, bool, bool, ElementFilter)

    Start a new baking session. This must be called prior to any of the bakeSomethingMap function.

    BeginVertexBakingSession(OccurrenceList, OccurrenceList, double, double, double, bool, ElementFilter)

    Start a new baking session. This must be called prior to any of the bakeSomethingMap function.

    CalculateNormalsInPointClouds(OccurrenceList)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    calculate the normal of each point of a Point Cloud

    CombineMaterials(OccurrenceList, BakeOption, bool, bool)

    Combine materials found on occurrences subtrees into one baked material and assign it to part occurrences

    ConfigureFunctionLogger(string, bool, bool, bool)
    ConvertNormalMap(OccurrenceList, uint, int, Space, Space, bool, bool, bool, int, int)

    Convert an existing normal map between Object-space and Tangent-space

    ConvertSimilarPartOccurrencesToInstances(OccurrenceList, bool, bool, int, bool, bool, int)

    Create instances from similar part occurrences with an accurate method based on topology checksums. This can be used to repair instances or to simplify a model that has similar parts that could be instantiated instead to reduce the number of unique meshes (reduces drawcalls, GPU memory usage and file size).

    ConvertSimilarPartOccurrencesToInstancesFast(OccurrenceList, double, double, bool)

    Create instances from similar part occurrences with a fast but approximate method. This can be used to repair instances or to simplify a model that has similar parts that could be instantiated instead to reduce the number of unique meshes (reduces drawcalls, GPU memory usage and file size). Using 1.0 (100%) in all similarity criteria is non destructive. Using lower values will help finding more similar parts, even if their polycount or dimensions varies a bit.

    ConvexDecomposition(OccurrenceList, int, int, bool, int, double)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Explode each mesh to approximated convex decomposition

    CopyUV(OccurrenceList, int, int)

    Copy an UV channel to another UV channel

    CrackCADMoebiusStrip(OccurrenceList)

    Detect Moebius strip and crack them if there is somme of them in the selection

    CrackEdges(OccurrenceList, bool, double, bool)

    crack polygonal edges according to given criteria (deprecated, use crackMeshEdges instead)

    CrackMeshEdges(OccurrenceList, bool, bool, IntList, bool, bool, bool)

    crack polygonal edges according to given criteria

    CrackMoebiusStrips(OccurrenceList, int)

    Remove moebius strip by topologically cracking them (make it orientable)

    CrackNonManifoldVertices(OccurrenceList)

    Splits non-manifold vertices

    CreateBillboard(OccurrenceList, int, bool, bool, bool, bool, bool, bool, bool, bool)

    Create a billboard imposter

    CreateCavityOccurrences(OccurrenceList, double, double, InnerOuterOption, uint)

    Identify cavities and create occurrences to show them

    CreateFreeEdgesFromPatches(OccurrenceList)

    Create free edges from patch borders

    CreateIdentifiedPatchesFromPatches(OccurrenceList)

    Create identified patch from existing patch (this is useful before cloning for baking)

    CreateIndexMapFromOccurrences(OccurrenceList, int, bool)

    Create an IndexMap and add an UVSet so that each mesh will have UVs refering to one different pixel of the index map and that pixel will have the value i for occurrences[i]. Warning: all occurrences will be singularized

    CreateNormals(OccurrenceList, double, bool, bool)

    Create normal attributes on tessellations

    CreateOcclusionMesh(OccurrenceList, CreateOccluder, double, int)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Compute an occluder or an occludee with the occurrences selected

    CreatePointCloudKDTree(OccurrenceList, int, bool)

    Create a KD-Tree from some point clouds occurrence, the given occurrences are deleted (even if they contains triangles) and the KD-Tree is represented in a new occurrence sub tree

    CreateTangents(OccurrenceList, int, bool)

    Create tangent attributes on tessellations

    CreateVertexColorFromMaterials(OccurrenceList)

    Bake vertex colors using main material color. May duplicate some vertices

    CreateVertexWeightsFromVertexColors(OccurrenceList, double, double)

    Use vertex colors attributes on meshes of the given occurrence to create vertex weights attributes used by the decimation functions, the finals weights will be computed with w = offset + (red - blue) * scale

    CreateVertexWeightsFromVisibilityAttributes(OccurrenceList, double, double)

    Use visibility attributes on meshes of the given occurrence to create vertex weights attributes used by the decimation functions. The finals weights will be computed with w = offset + (visibility/maxVisibility) * scale

    CreateVisibilityAttributes(OccurrenceList)

    Create visibility attributes on tessellations

    CreateVisibilityInformation(OccurrenceList, SelectionLevel, int, int, double, bool, uint, bool)

    Create visilibity information on part occurrences viewed from a set of camera automatically placed on a sphere around the scene

    CreateVisibilityInformationAdvanced(OccurrenceList, SelectionLevel, double, double, int, InnerOuterOption, bool, uint)

    Create visilibity information on part occurrences viewed from a set of voxel based view points.

    CreateVisibilityInformationFromViewPoints(OccurrenceList, Point3List, Point3List, Point3List, int, double, bool, uint)

    Create visilibity information on parts viewed from a given set of camera

    CreateVisibilityPatchesFromPatch(OccurrenceList)

    Create visibility patches from existing patches

    Decimate(OccurrenceList, double, double, double, double, bool)

    reduce the polygon count by removing some vertices

    DecimateEdgeCollapse(OccurrenceList, double, double, double, double, double, double, double, bool, double, double, bool, QualitySpeedTradeoff)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    reduce the polygon count by collapsing some edges to obtain an simplified mesh

    DecimatePointClouds(OccurrenceList, double)

    decimate Point Cloud Occurrences according to tolerance

    DecimateTarget(OccurrenceList, DecimateOptionsSelector, UVImportanceEnum, bool, ulong, bool, int)

    reduce the polygon count by collapsing some edges to obtain a target triangle count (iterative version that use less memory)

    DeleteAttibute(uint, AttributType)

    Delete designed attribute on tessellations

    DeleteBRepShapes(OccurrenceList, bool)

    Delete BRep representation on parts

    DeleteFreeVertices(OccurrenceList)

    Delete all free vertices of the mesh of given parts

    DeleteLines(OccurrenceList)

    Delete all free line of the mesh of given parts

    DeleteNormals(OccurrenceList)

    Remove normal attributes on tessellations

    DeletePatches(OccurrenceList, bool)

    Delete patches attributes on tessellations

    DeletePolygons(OccurrenceList)

    Delete all polygons of the mesh of given parts

    DeleteTangents(OccurrenceList)

    Remove tangent attributes on tessellations

    DeleteTextureCoordinates(OccurrenceList, int)

    Delete texture coordinates on tessellations

    DeleteVertexWeights(OccurrenceList)

    Remove any existing vertex weights attributes on given occurrences

    DeleteVisibilityAttributes(OccurrenceList)

    Delete visibility attributes on tessellations

    DeleteVisibilityPatches(OccurrenceList)

    delete the visibility patches of given occurrences

    DualContouring(OccurrenceList, double, double, double, bool)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Replace the tessellations of the selected parts by a retopology based on a dual-contouring

    EndBakingSession(uint)

    End and destroy an existing baking session

    Equilateralize(OccurrenceList, int)

    Sswap edges to make triangles more equilateral

    EvalDecimateErrorForTarget(OccurrenceList, DecimateOptionsSelector, double, double, double, double, double, bool, bool)

    returns the max error to set to reach a given target

    ExplodeBodies(OccurrenceList, bool)

    Explode all CAD Parts by body. New parts will be placed as children of input part occurrences.

    ExplodeByMaterials(OccurrenceList)

    Explode all parts by material. New parts will be placed as children of input part occurrences.

    ExplodeByVertexCount(OccurrenceList, int, int, bool)

    Explode part occurrences to respect a maximum vertex count

    ExplodeByVoxel(OccurrenceList, double)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Explode parts by voxel. New parts will be placed as children of input part occurrences.

    ExplodeConnectedMeshes(OccurrenceList, bool)

    Explode connected set of polygons to part occurrences. New parts will be placed as children of input part occurrences.

    ExplodePatches(OccurrenceList)

    Explode all parts by patch

    ExtractNeutralAxis(OccurrenceList, double, bool)

    Extract neutral axis from tessellations

    FetchBakedMap(uint, uint, uint, uint)

    Returns information about one texel of a baked map (occurrence, polygon ID, parametric coordinates, material ID). Must be called inside a (begin/end)BakingSession block.

    FetchBakedVertex(uint, uint, uint)

    Returns information about a baked vertex (occurrence, polygon ID, parametric coordinates, material ID). Must be called inside a (begin/end)BakingSession block.

    FillNormalMap(uint)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Fill normal map (useful after a decimation for example)

    FilletMesh(OccurrenceList, double, FilletingMode, int, bool, uint, int)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Fillet a mesh according to its Lines of Interest

    FilterHiddenPolygons(OccurrenceList, double)

    remove hidden polygons using voxels and cavities

    FilterMeshVertexColors(OccurrenceList, double, double, double)

    Smooth mesh vertex colors by applying to adjacent vertices a combination of different Gaussian filters for feature preservation

    FindBestPivotBetweenOccurrences(OccurrenceList, OccurrenceList, double)

    Try to compute the pivot point between 2 sets of occurrences

    FindOccludedPartOccurrences(OccurrenceList, int, int, double, bool, uint, bool)

    get part occurrences not viewed from a sphere around the scene

    FindOccludedPartOccurrencesAdvanced(OccurrenceList, double, double, int, InnerOuterOption, bool, uint)

    get part occurrences not viewed from a set of voxel based view points.

    FindSimilarPartOccurrencesFast(OccurrenceList, double, double, bool)

    find part occurrences in the whole scene that are similar to the input part occurrences. If multiple part occurrences are passed as input, the output will contain similar part occurrences corresponding to each input part occurrence.

    FlagVisibilityAttributesOnTransparents(OccurrenceList)

    Add one count to all visiblility attributes (poly and patch) on transparent patches

    GetAllAxisFromCADModel(OccurrenceList)

    Return all the main axis contained in the CAD models given

    GetFittingCylinder(OccurrenceList, bool, Point3?)

    Returns the fitting cylinder of a set of occurrences (based on MBB)

    GetFittingSphere(OccurrenceList, bool)

    Returns the fitting sphere of a set of occurrences

    GetLastError()
    GetMeshVertexColors(OccurrenceList)

    Returns arrays containing the vertex colors of all meshes being children of the provided occurrence list

    GetOptimalTextureResolution(OccurrenceList, double)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Returns the optimal resolution based on a number of texels per 3D space units (e.g : mm)

    GetRatioUV3D(OccurrenceList, RatioUV3DMode, int)

    Compute the ratio between the UV and the 3D size

    GetTessellations(OccurrenceList)

    returns all the tessellation of the given occurrences (only returns editable mesh, see algo.toEditableMesh)

    GetUV3dRatio(OccurrenceList)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Returns the ratio of size between UV and 3D (max value, actually at the 90th percentil)

    GetUVQualityMetrics(OccurrenceList, uint)

    Compute UV mapping qualitative metrics.

    GetUvAabr(OccurrenceList, int)

    Compute the UV Axis Aligned Bounding Rectangle of a set of occurrences

    GetVisibilityStats(OccurrenceList)

    returns the visibility statistics for some occurrences

    GetVisualComparisonFootprint(OccurrenceList, OccurrenceList, int, int, double, bool)

    Compute the visual footprint of the difference between two sets of occurrences

    HasOverlappingUV(OccurrenceList, uint, uint)

    Check if a UV channel contains overlapping UVs

    IdentifyLinesOfInterest(OccurrenceList, bool, bool, IntList, bool, bool, bool)

    Identify LoI according to given criteria. It will create a new LoI attribute on the mesh that can be used afterward by some functions

    IdentifyPatches(OccurrenceList, bool, double, bool, bool, bool, bool)

    Create patches (submeshes) on meshes (needed by some functions)

    IdentifySharpEdges(OccurrenceList, double, double, ConvexityFilter, bool)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Mark as Lines Of Interest the sharp edges

    InvertPolygonFacesOrientation(OccurrenceList)

    Invert the orientation of tessellation elements

    InvertTangents(OccurrenceList, bool)

    Invert tangents orientation (usefull to switch between right-handed/left-handed normal maps

    LineToTexture(OccurrenceList, UseColorOption, int, int)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Generate a textured quadrangle over an existing mesh of coplanar lines

    ListFeatures(OccurrenceList, bool, bool, double)

    List features from tessellations

    LoopSubdivMesh(OccurrenceList, int)

    Apply Loop Subdivision on Triangle-only Mesh

    MapUvOnAABB(OccurrenceList, bool, double, int, bool, bool)

    Generate texture coordinates using the projection on object Axis Aligned Bounding Box

    MapUvOnBox(OccurrenceList, Box, int, bool)

    Generate texture coordinates using the projection on a box

    MapUvOnCubicAABB(OccurrenceList, double, int, bool)

    Generate texture coordinates using the projection on object AABB, with same scale on each axis

    MapUvOnCustomAABB(OccurrenceList, AABB, double, int, bool)

    Generate texture coordinates using the projection on custom AABB

    MapUvOnCylinder(OccurrenceList, Cylinder, int, bool)

    Generate texture coordinates using the projection on a cylinder

    MapUvOnFittingCylinder(OccurrenceList, int, bool, bool, Point3?)

    Generate texture coordinates using the projection on a fitting cylinder

    MapUvOnFittingSphere(OccurrenceList, int, bool, bool)

    Generate texture coordinates using the projection on a fitting sphere

    MapUvOnMBB(OccurrenceList, bool, double, int, bool)

    Generate texture coordinates using the projection on object Minimum Bounding Box

    MapUvOnPlane(OccurrenceList, Plane, int, bool)

    Generate texture coordinates using the projection on a plane

    MapUvOnSphere(OccurrenceList, Sphere, int, bool)

    Generate texture coordinates using the projection on a sphere

    MarchingCubes(OccurrenceList, double, ElementFilter, int, bool)

    Replace the tessellations of the selected parts by a marching cube representation

    MergeUVIslandsAffine(OccurrenceList, int, double, double, double, double, double, TransformationType, bool, double)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Minimizes the number of seams in the UV mapping by merging UV islands using affine transformation (recommanded for hard surfaces)

    MergeUVIslandsRelaxed(OccurrenceList, int, int, double, bool)

    Minimizes the number of seams in the UV mapping by merging UV islands using local reparametrization near the UV seams (recommanded for organic surfaces)

    MergeVertices(OccurrenceList, double, TopologyCategoryMask)

    merge near vertices according to the given distance

    MeshBooleanOperation(OccurrenceList, OccurrenceList, MeshBooleanOperation)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Computes the boolean operation between the meshes of two occurrence lists

    MeshComparison(uint, uint)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    compare two meshes

    MeshComparisonBatch(OccurrenceList, OccurrenceList)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    compare each couple of meshes and returns the maximum for each couple

    MeshIntersections(OccurrenceList, OccurrenceList)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Computes the list of polylines at the intersections of the meshes of two occurrence lists

    MoebiusCracker(OccurrenceList)

    Splits moebius ring

    NoiseMesh(OccurrenceList, double)

    Apply noise to vertex positions along their normals

    NormalizeUV(OccurrenceList, int, int, bool, bool, bool)

    Normalize UVs to fit in the [0-1] uv space

    OptimizeCADLoops(OccurrenceList)

    Optimize CAD Face loops by merging useless loop edges

    OptimizeForRendering(OccurrenceList)

    Optimize mesh for rendering (lossless, only reindexing)

    OptimizeSubMeshes(OccurrenceList)

    Sort sub meshes by materials

    OptimizeTextureSize(uint, double)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Resizes scene textures based on a number of texels per 3D space units (e.g: mm)

    OrientFromFace()

    Orient all connected polygons in the same orientation of the polygon selectionned

    OrientNormalMap(uint)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Orient a tangent space normal map (all Z positive)

    OrientNormals(OccurrenceList)

    Orient existing normal according to the polygons clockwise

    OrientPolygonFaces(OccurrenceList, bool, bool, OrientStrategy)

    Orient tessellation elements

    OrientPolygonFacesAdvanced(OccurrenceList, double, double, int, InnerOuterOption, bool, OrientStrategyAdvanced)

    Properly orient all polygons in the same direction, using voxel based view points placement.

    OrientPolygonFacesFromCamera(OccurrenceList, Point3, Point3, Point3, int, double)

    Properly orient all polygons in the same direction, using a specified viewpoint

    ProxyMesh(OccurrenceList, double, ElementFilter, int, bool)

    Replace the tessellations of the selected parts by a proxy mesh based on a voxelization

    Quadify(OccurrenceList)

    Merge all triangle polygons in the meshes to quadrangles

    RemeshSurfacicHoles(OccurrenceList, double, bool, int, uint)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Resmesh surfacic holes of tessellations

    RemoveDegeneratedPolygons(OccurrenceList, double)

    Remove some kinds of degenerated polygons

    RemoveHoles(OccurrenceList, bool, bool, bool, double, uint)

    Remove some features from tessellations

    RemoveMultiplePolygon(OccurrenceList)

    Remove multiple polygon

    RemoveOccludedGeometries(OccurrenceList, SelectionLevel, int, int, double, bool, int, OccurrenceList, bool)

    Delete part occurrences, patches or polygons not viewed from a sphere around the scene

    RemoveOccludedGeometriesAdvanced(OccurrenceList, SelectionLevel, double, double, int, InnerOuterOption, bool, int, OccurrenceList)

    Delete part occurrences, patches or polygons not seen from voxel based view points.

    RemoveOccludedGeometriesFromPoints(OccurrenceList, SelectionLevel, Point3List, int, int, double, bool, int, OccurrenceList)

    Delete part occurrences, patches or polygons not viewed from spheres generated with a set of camera position

    RemoveOccludedGeometriesFromViewPoints(OccurrenceList, SelectionLevel, Point3List, Point3List, Point3List, int, double, bool, int, OccurrenceList)

    Delete part occurrences, patches or polygons not viewed from a set of camera position/orientation

    RemoveUV(OccurrenceList, int)

    Remove one or all UV channel(s)

    RemoveZFighting(OccurrenceList)

    Remove Z-fighting (surfaces overlapping) by slightly shrinking the selected parts' surfaces

    RepackUV(OccurrenceList, int, bool, int, uint, bool, int, bool)

    Pack existing UV (create atlas)

    RepairCAD(OccurrenceList, double, bool)

    Repair CAD shapes, assemble faces, remove duplicated faces, optimize loops and repair topology

    RepairMesh(OccurrenceList, double, bool, bool)

    Launch the repair process to repair a disconnected or not clean tessellation

    RepairNullNormals(OccurrenceList)

    Create normal on an existing normal set when normal is null (polygons appears black)

    ReplaceBy(OccurrenceList, ReplaceByOption)

    Replace geometries by other shapes, or primitives

    ReplaceByBox(OccurrenceList, ReplaceByBoxType)

    Replace objects by a bounding box

    ReplaceByConvexHull(OccurrenceList)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Replace objects by convex hull

    ReplaceByPrimitive(OccurrenceList, PrimitiveShapeParameters, bool)

    Replace objects by a primitive shapes

    Requadify(OccurrenceList, bool)

    Advanced function to requadify a triangle tessellation coming from full quad mesh

    ResizeUVsToTextureSize(OccurrenceList, double, int)

    Rescale the UV coordinates to fit the input texture size

    Retopologize(OccurrenceList, int, bool, bool, double)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Replace the tessellations of the selected parts by a retopology of the external hull

    SawWithAABB(OccurrenceList, AABB, SawingMode, string, string)

    Saw the mesh with an axis-aligned bounding box. New parts will be placed as children of input part occurrences.

    SawWithOBB(OccurrenceList, OBB, SawingMode, string, string)

    Saw the mesh with an oriented bounding box. New parts will be placed as children of input part occurrences.

    SawWithOctree(OccurrenceList, AABB, int, int, double)

    Saw and split the mesh with an octree. New parts will be placed as children of input part occurrences.

    SawWithPlane(OccurrenceList, Point3, Point3, SawingMode, string, string, double)

    Saw the mesh with a plane. New parts will be placed as children of input part occurrences.

    ScaleUV(OccurrenceList, double, double, int)

    Apply a scale on texture coordinates

    SegmentMesh(OccurrenceList, bool)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Segment Mesh into clusters guided by edge sharpnesses.

    SeparateToManifold(OccurrenceList)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Remove non manifold edges and try to reconnect manifold groups of triangles

    SetBakingSessionPadding(uint, int)

    Change the dilation applied to maps baked from the given session. All maps baked after the call to this function will be affected by the new value. The default value of a newly created session is 2.

    SetFeatureComponentMaxIndex(OccurrenceList, int)

    Remap Index map of each FeatureComponent of selected occurrences

    SetMeshVertexColors(OccurrenceList, ColorAlphaListList)

    Specify vertex colors for all meshes being children of the provided occurrence list

    SewBoundary(OccurrenceList, double)

    Sew boundaries between them

    SmoothMesh(OccurrenceList, CostEvaluation, int, bool)
    SplitUVForAtlas(OccurrenceList)
    SwapUvChannels(OccurrenceList, int, int)

    Swap two UV channels

    Sweep(OccurrenceList, double, int, bool, bool, bool)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Extrudes a circular section along an underlying polyline (curve)

    Tessellate(OccurrenceList, double, double, double, bool, UVGenerationMode, int, double, bool, bool, bool, bool)

    Create a tessellated representation from a CAD representation for each given part

    TessellatePointClouds(OccurrenceList, int, bool, bool)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Tessellate point clouds to replace the geometry with a polygonal connect mesh

    TessellateRelativelyToAABB(OccurrenceList, double, double, double, double, bool, UVGenerationMode, int, double, bool, bool, bool, bool)

    Creates a tessellated representation from a CAD representation for each given part. It multiplies the length of the diagonal of the bounding box by the sagRatio. If the output value is above maxSag, then maxSag is used as tessellation value. Else if the output value is below maxSag, it is used as tessellation value.

    TransferUV(uint, uint, int, int, double)

    Transfer UV from a mesh to another mesh

    TransferVisibilityToPolygonalWeight(OccurrenceList, VisibilityToWeightMode)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Set Polygonal Weight Attribute from Visibility Attribute

    Triangularize(OccurrenceList)

    Split all non-triangle polygons in the meshes to triangles

    UnwrapUV(OccurrenceList, UnwrapUVMethod, int, bool, int, double)

    WARNING: this function is tagged as 'EXPERIMENTAL'
    Unwrap UV islands

    VertexOffset(OccurrenceList, double)

    Move the vertices by the offsset along their normal

    Voxelize(OccurrenceList, double, ElementFilter, int, bool)

    Replace the tessellations of the selected parts by a voxelization of the external skin

    VoxelizePointClouds(OccurrenceList, double)

    Explode point clouds to voxels

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