Volume Mesh

This module generates a VMesh from a Volume.


  • Volume


  • VMesh[] - array of resulting VMeshes


Generate UV

Whether to calculate UV values


If enabled, the volume is split into chunks. Split Length defines the length in world units after which a new chunk is being created.

This is useful for faster lightmap calculation and Unity optimizations like Culling
Reverse Normals

Enable to flip normals of the resulting VMeshes.

Add Material

Click to add an additional material mapping.


Materials defined here are mapped to Material ID's stored in the Volume (see Shape Extrusion and Generator Options). One material is mandatory, additional materials are optional.

Material ID

The Material ID to which the following parameters map

Swap UV

Whether to swap U and V

Local U

If enabled, each Sample Group with matching Material ID have it's U ranging from 0 to 1 instead of using the “global” range going over the whole cross shape.

This is particularly useful for applying roads or similiar textures
Keep Aspect

Options to keep texel size proportional:

  • Off - No Aspect correction is applied
  • ScaleU - U is scaled to keep texel size proportional
  • ScaleV - V is scaled to keep texel size proportional
UV Offset

Offsets UV, like default Unity material settings

UV Scale

Scales UV, like default Unity material settings


The Unity material to use


Click to remove this material mapping