Facet geometry node
Controls the smoothness of faceting of a surface.
On this page
Using Facet
Parameters
Examples
This node also lets you consolidate points or surface normals.
Facet, like Divide, works as a pipeline to change geometry in stages. For this reason, Compute Normals appears twice. For example, you can compute surface normals before making any points shared by different polygons unique, which gives you the unusual result of smooth shading and unique point, as the normals get computed while the points are still shared.
This tool is useful for cleaning up polygons. You can reorient back-facing polygons, remove degenerative polygons, consolidate or unique points, or cusp polygon based on edges.
Tip
This op is great for cleaning up geometry read in from .dxf files. It corrects flipped normals present in some .dxf files.
Using Facet
Select the faces, edges, or points you want to facet.
Click the Facet tool on the Polygon tab.
You can change the facet specifications in the parameter editor.
PARAMETERS
Group
Subset of geometry to facet.
Pre-Compute Normals
Computes normals based on incoming geometry.
Make Normals Unit Length
Resizes the incoming normals to a length of 1.
Unique Points
Creates new points for any vertices sharing a point so that points will be unshared.
Consolidate
No Consolidate
Points are not fused together.
Consolidate Points Slow/Fast
Points within a specified distance of each other share a point.
Consolidate Normals Slow/Fast
Points within a specified distance of each other have their normals averaged.
Note
The slow versions of consolidation should not be used. They are for backwards compatibility only.
Distance
Threshold distance for consolidation.
Use Accurate Distance
Forces Distance to represent consolidate distances accurately, and forces consolidation to be performed in order of point number, to avoid moving points to within Distance of other points.
Remove Inline Points
Remove points from polygons if they lie on the line connecting the previous and next point.
Distance
Threshold distance for collinearity.
Orient Polygons
Winds all polygons the same direction.
Cusp Polygons
Creates hard edges between adjacent sides by uniquing points when the edge angle exceeds Cusp Angle. Using a Normal node to compute vertex normals may be preferable, since uniquing points of a watertight mesh will make it no longer watertight.
Cusp Angle
Threshold angle to cusp at.
Remove Degenerate
Cleans up any degenerate polygons.
Make Planar
Flattens each of the polygons so their points lie along a plane.
Post-Compute Normals
Computes normals based on result of this operation.
Reverse Normals
Reverses the direction of all of the point normals. Performed after all the other computations.