21_CGExtrusion, 23_CGTube, 24_CGConformPath.
Generates one or more VMeshes from a Volume. This is typically connected after Shape Extrusion and before Create Mesh.
| Name | Type | Description |
|---|---|---|
| Volume | Volume | The volume to turn into mesh data |
| Name | Type | Description |
|---|---|---|
| VMesh[] | Array of VMesh | The resulting mesh data, one VMesh per material |
Global mesh generation options.
Flips the triangle winding order, which inverts the normals. Use this if the mesh appears inside-out.
When enabled, UV coordinates are calculated for the mesh.
(Requires Generate UV)
When the Shape Extrusion module applies scaling, the U coordinate can become distorted. Enable this to compensate. Only the X component of the scaling is taken into account. Works best on volumes with flat cross-sections.
(Requires Unscale U)
The scaling origin used for the U compensation. A value of 0.5 usually gives the best results, but you may need to adjust it (typically between 0 and 1).
When enabled, a second set of UV coordinates (UV2) is calculated, typically used for lightmapping.
When enabled, the volume is divided into chunks of a fixed length.
(Requires Split)
The chunk length in world units. A new VMesh is created each time this length is reached.
Click to add an additional material mapping entry to the list below.
Maps material IDs stored in the Volume to Unity materials (material IDs come from Shape Extrusion and control point settings). At least one material entry is required.
The material ID this entry applies to.
Swaps U and V coordinates for this material.
Preserves texel proportions:
Offsets the UV coordinates, equivalent to Unity's material tiling offset.
Scales the UV coordinates, equivalent to Unity's material tiling scale.
The Unity material to assign to this material ID.
Removes this material mapping entry.