Dice Meshes#
Key: diceMeshes
This operation creates new vertices and faces as needed to cut meshes along a regular or irregular grid. Each grid cell is self-contained: no part of a sub-mesh extends outside its cell. Dicing a large or spatially sparse mesh into cells lets a renderer cull and load it in pieces.
Caution
To create separate mesh prims after dicing, use the Split Meshes
operation or enable splitDices to split the diced geometry.
Grid definition#
gridType selects 0 (Regular) or 1 (Irregular). For a regular grid, gridCellX/Y/Z set
the cell size along each axis (a value of 0 means “do not cut on that axis”), and gridOriginX/Y/Z
shift the grid. For an irregular grid, cutHeightsX/Y/Z are space-separated lists of cut positions
along each axis. The up-vector arguments are advanced settings (advancedSettings) that rotate the
cutting frame away from the world axes.
Scale and units#
gridCell*, gridOrigin*, and the cut heights are in stage units, so scale them with the
stage’s metersPerUnit. A good starting cell size is roughly one tenth of the median mesh extent:
smaller cells cull better but raise prim/face count, larger cells do the opposite.
Starting configurations#
Regular grid, uniform 100-unit cells, split into separate prims:
[{"operation": "diceMeshes", "gridType": 0, "gridCellX": 100.0, "gridCellY": 100.0, "gridCellZ": 100.0, "splitDices": true}]
Coarser cells (fewer, larger pieces):
[{"operation": "diceMeshes", "gridType": 0, "gridCellX": 500.0, "gridCellY": 500.0, "gridCellZ": 500.0}]
Arguments#
Meshes To Process#
Optional list of prim paths to consider
Name:
pathsType:
[string]Default Value:
[]
Split Dices#
Split diced meshes into separate prims
Name:
splitDicesType:
boolDefault Value:
False
Grid Type#
The type of grid
Name:
gridTypeType:
intDefault Value:
0
- Enum Values:
0: Regular
1: Irregular
Cut Heights X#
Cut heights in the X direction
Name:
cutHeightsXType:
strDefault Value:
""
Cut Heights Y#
Cut heights in the Y direction
Name:
cutHeightsYType:
strDefault Value:
""
Cut Heights Z#
Cut heights in the Z direction
Name:
cutHeightsZType:
strDefault Value:
""
Grid Cell X#
Grid Cell Height X
Name:
gridCellXType:
floatDefault Value:
0Min Value:
0.0
Grid Cell Y#
Grid Cell Height Y
Name:
gridCellYType:
floatDefault Value:
0Min Value:
0.0
Grid Cell Z#
Grid Cell Height Z
Name:
gridCellZType:
floatDefault Value:
0Min Value:
0.0
Grid Origin X#
Grid Origin X
Name:
gridOriginXType:
floatDefault Value:
0
Grid Origin Y#
Grid Origin Y
Name:
gridOriginYType:
floatDefault Value:
0
Grid Origin Z#
Grid Origin Z
Name:
gridOriginZType:
floatDefault Value:
0
Advanced Settings#
Toggle advanced settings
Name:
advancedSettingsType:
boolDefault Value:
False
Up-vector A x#
Up-vector X
Name:
upVectorAxType:
floatDefault Value:
1
Up-vector A y#
Up-vector X
Name:
upVectorAyType:
floatDefault Value:
0
Up-vector A z#
Up-vector X
Name:
upVectorAzType:
floatDefault Value:
0
Up-vector B x#
Up-vector Y
Name:
upVectorBxType:
floatDefault Value:
0
Up-vector B y#
Up-vector Y
Name:
upVectorByType:
floatDefault Value:
1
Up-vector B z#
Up-vector Y
Name:
upVectorBzType:
floatDefault Value:
0
Up-vector C x#
Up-vector Z
Name:
upVectorCxType:
floatDefault Value:
0
Up-vector C y#
Up-vector Z
Name:
upVectorCyType:
floatDefault Value:
0
Up-vector C z#
Up-vector Z
Name:
upVectorCzType:
floatDefault Value:
1