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nxMesher

nxMesher converts particles into a polygon mesh.

Particle emitters and nxExplosiaFX objects are added to the Layers list. The resulting mesh is generated in real time on the GPU.

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nxMesher General tab.

Controls the resolution of the mesh.

Smaller values produce a finer mesh with more polygons. Larger values produce a coarser mesh with fewer polygons.

Sets how the particle surface radius is determined.

Set as Custom, by default.

The alternative is Source.

The surface radius is set manually using the Radius parameter.

The surface radius is taken from the particle radius, scaled by the Scale value.

The surface radius of each particle, used to build the mesh surface.

Available when Surface Size is set to Custom.

Scales the particle radius when Surface Size is set to Source.


Sets the algorithm used to generate the mesh surface.

Set as Spheres, by default.

The alternatives are Zhu-Bridson and Anisotropic (Basic).

Each particle is represented as a sphere. The mesh is the union of all spheres.

This is the simplest and fastest surface type.

A smooth liquid surface algorithm that blends particles together, producing a more organic fluid surface.

The surface is stretched along the particle velocity direction, giving the mesh an elongated appearance for fast-moving particles.

If enabled, the amount of anisotropic stretching is driven by the particle speed.

Controls how much the surface is stretched along the velocity direction.

A value of 0% produces a spherical surface. Higher values produce greater elongation.

The particle speed at which the maximum Eccentricity is reached.


Sets the polygon type used in the output mesh.

Set as Tris, by default.

The alternative is Quads.


Adds a modifier layer to the Layers stack.

The available modifier type is Smoothing.

The layer stack.

Particle emitters and nxExplosiaFX objects can be dragged into this list to include them in the mesh.

Smoothing layers can be added using the Add Modifier button.

Layers can be enabled or disabled using the toggle on the left of each entry.


When a layer is selected in the Layers list, its settings are shown below.

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Blends the emitter’s contribution with the neighbouring mesh surface.

Higher values produce a smoother result where multiple emitters overlap.


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When an nxExplosiaFX object is added to the Layers list, the following options control which simulation data is used to generate the mesh.

If enabled, the smoke channel of the simulation is used to generate the mesh surface.

The density threshold above which the smoke channel contributes to the mesh surface.

If enabled, the temperature channel of the simulation is used to generate the mesh surface.

The density threshold above which the temperature channel contributes to the mesh surface.


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Smoothing layers reduce surface noise and improve the overall mesh quality.

Sets the smoothing algorithm.

Set as Gaussian, by default.

The alternatives are Laplacian and Mean Curvature.

Applies a Gaussian blur to the mesh surface field, producing a broad and even smoothing effect.

Averages each vertex with its neighbours, producing a tight smoothing effect that preserves volume better than Gaussian.

Smooths the mesh based on surface curvature, reducing high-frequency noise while preserving larger surface features.

The strength of the smoothing effect.

The radius of influence used when sampling neighbouring vertices during smoothing.

The number of smoothing passes applied per frame.

Higher values produce a smoother result at the cost of additional processing time.


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Export Tags bake particle data onto the mesh as tags, which can be used for shading or rendering effects such as motion blur.

If enabled, particle colours are transferred to the mesh as a vertex colour tag.

Blurs the transferred colour data across neighbouring vertices.


If enabled, particle velocities are transferred to the mesh as a UV tag, mapped to the ranges defined by Max Velocity X, Max Velocity Y and Max Velocity Z.

The velocity value on the X axis that maps to the maximum UV value.

The velocity value on the Y axis that maps to the maximum UV value.

The velocity value on the Z axis that maps to the maximum UV value.

Blurs the transferred velocity data across neighbouring vertices.


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The domain defines the region of space within which the mesh can be generated. Particles outside the domain are not included in the mesh.

The size of the domain box on each axis.

If enabled, the domain automatically expands to contain all particles in the scene.

This is enabled by default.

Sets the display colour of the adaptive domain boundary in the viewport.

If enabled, the domain boundary is drawn in the viewport.


To specify the group, drag and drop the desired Group object into this field.

This setting is useful if you want to ensure that the spawned particles are, or are not, included in the mesh.


The modifier’s settings can be mapped to particle data.

Use the dedicated manual page, below, for instructions on how this works.

Mapping


You can use the Fields options to control where nxMesher operates.


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