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Go to: Related nodes. Attributes.

 Manage the grouping : components group.

 Manage the tweak, used for moving points (translate, rotate, scale),
 the tweak attributes can be animated.

 Manage all display options (normal, center, border, edge style, ...).

 Manage partial attributes used for ascii I/O : aPoints aVertex aEdges aUvpoints aFaces.

 Manage the tesselation's criterions for the polygonal's displacement :
 aUseMaxEdgeLength aUseMinEdgeLength aUseMaxSubd aUseMaxUv aUseMinScreen
 aUseNumTriangles aNumTriangles aMaxEdgeLength aMinEdgeLength aMaxSubd aMaxUvaMinScreen.

Node nameParentsMFn typeCompatible function sets
meshsurfaceShapekMeshkBase
kNamedObject
kDependencyNode
kDagNode
kShape
kGeometric
kSurface
kMesh

Related nodes

polyCreator, polyCreateFace, polyPrimitive, polyTorus, polyPlane, polyCube, polyCone, polySphere, polyCylinder, polyUnite, polyBoolOp, polyBlindData

Attributes (134)

Attribute quick index omitted (too many attributes to show them all).

Long name (short name)TypeDefaultFlags
inMesh (i) meshNULLoutputinputconnectable
The input (creation) mesh.
outMesh (o) meshNULLoutputinputconnectablestorable
The output (local space) mesh.
outGeometryClean (ogc) Messagen/aoutputinputconnectablehidden
Tells if aOutMesh is only dirty due to tweak change.
cachedInMesh (ci) meshNULLoutputinputstorable
Internal cached input mesh used only for file I/O. This attribute is for internal use and should never be directly manipulated by the user. If it is modified the results will be unpredictable.
worldMesh (w) meshNULLarrayoutputconnectable
The world space meshes.
outSmoothMesh (os) meshNULLoutputinputconnectablehidden
The smoothed output (local space) mesh.
cachedSmoothMesh (cs) meshNULLoutputinputconnectablehidden
The cached smoothed mesh, that holds all the meshes from different levels of subdivision
smoothLevel (lev) short1outputinputconnectablestorable
The level of smoothing to perform on the mesh.
continuity (co) float1outputinputconnectablestorable
The smoothness parameter. Range is [0,1]. Default value of 1 smooths the faces as much as possible. Value of 0 subdivides faces only.
smoothUVs (suv) boolfalseoutputinputconnectablestorable
If true: UVs as well as geometry will be smoothed
keepBorder (kb) booltrueoutputinputconnectablestorable
If true: border edges will not be smoothed.
keepHardEdge (khe) boolfalseoutputinputconnectablestorable
If true: hard edges will not be smoothed.
keepMapBorders (kmb) enum1outputinputconnectablestorable
Treatment of UV map borders 0 - all map border edges will be smoothed 1 - map borders that are also geometry borders will be smoothed 2 - no map borders will be smoothed
smoothOffset (so) float3outputinputconnectablestorable
The offset that will be added to the smoothed mesh. By default, no offset will be added. Leaving this to default will improve performance.
sofx (sx) float0outputinputconnectablehidden
Offset in x.
sofy (sy) float0outputinputconnectablehidden
Offset in y.
sofz (sz) float0outputinputconnectablehidden
Offset in z.
useMaxEdgeLength (uxe) boolfalseoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the maximum triangle edge length value.
useMinEdgeLength (uie) boolfalseoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the minimum triangle edge length value.
useMaxSubdivisions (uxs) boolfalseoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the maximum subdivision level value.
useMaxUV (uxu) boolfalseoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the maximum UV quad size value.
useMinScreen (uns) booltrueoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the minimum triangle screen size.
useNumTriangles (unp) boolfalseoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the number of triangles to produce.
numTriangles (nt) integer100outputinputconnectablestorable
Specifies the maximum number of triangles for the entire tessellation.
maxEdgeLength (mxe) float0.1outputinputconnectablestorable
Specifies the maximum length of a triangle edge for the tessellation.
minEdgeLength (mne) float0.01outputinputconnectablestorable
Specifies the minimum length of a triangle edge for the tessellation.
maxSubd (mxs) integer5outputinputconnectablestorable
Specifies the maximum subdivision level for the tessellation.
maxUv (xuv) float0.5outputinputconnectablestorable
Specifies the maximum UV rectangle size in parametric space for the tessellation.
minScreen (mns) float14outputinputconnectablestorable
Specifies the maximum screen size (in pixels) a triangle can be for tessellation.
maxTriangles (tsl) integer60000outputinputconnectablestorable
Maximum numbers of triangles generated from an initial triangle.
pnts (pt) float3arrayoutputinputconnectablestorable
This attribute is the array of vertex tweaks (relative movements). The attribute values are always significant regardless of whether the object has history or not.
pntx (px) distance (float)0.0cmoutputinputconnectablekeyable
Vertex position tweak in x.
pnty (py) distance (float)0.0cmoutputinputconnectablekeyable
Vertex position tweak in y.
pntz (pz) distance (float)0.0cmoutputinputconnectablekeyable
Vertex position tweak in z.
vrts (vt) float3arrayoutputinputstorablehidden
This is an internal attribute representing local space vertex position, used for file I/O. It should never be directly manipulated by the user. If it is modified, the results will be unpredictable.
vrtx (vx) float0.0outputinputconnectablehidden
Vertex position in x.
vrty (vy) float0.0outputinputconnectablehidden
Vertex position in y.
vrtz (vz) float0.0outputinputconnectablehidden
Vertex position in z.
edge (ed) long3arrayoutputinputstorablehidden
Polygon Edges.
edg1 (e1) integer0outputinputconnectablehidden
Polygon first point of edge.
edg2 (e2) integer0outputinputconnectablehidden
Polygon second point of edge.
edgh (eh) integer0outputinputconnectablehidden
Polygon the hard or smooth information of edge.
uvpt (uv) float2arrayoutputinputstorablehidden
Polygon uvPoints.
uvpx (ux) float0.0outputinputconnectablehidden
Polygon uvPointX.
uvpy (uy) float0.0outputinputconnectablehidden
Polygon uvPointY.
colors (clr) compoundn/aarrayoutputinputstorable
Special Attribute to specify the color - For file I/O only.
colorR (clrr) float0.0outputinputstorable
Special Attribute to specify color - Red channel - For file I/O only.
colorG (clrg) float0.0outputinputstorable
Special Attribute to specify color - Green channel - For file I/O only.
colorB (clrb) float0.0outputinputstorable
Special Attribute to specify color - Blue channel - For file I/O only.
colorA (clra) float0.0outputinputstorable
Special Attribute to specify color - Alpha channel - For file I/O only.
normals (n) float3arrayoutputinputstorable
Special Attribute for file i/o of user specified normals. Gets written if there are any user specified normals on the object. If the default value which is 1e+20 is written out, then it means that system defined normal values are used.
normalx (nx) float1e20outputinputstorable
Special Attribute for file i/o of user specified normals - value in x.
normaly (ny) float1e20outputinputstorable
Special Attribute for file i/o of user specified normals - value in y.
normalz (nz) float1e20outputinputstorable
Special Attribute for file i/o of user specified normals - value in z.
face (fc) polyFacesNULLarrayoutputinputstorablehidden
Polygon Faces.
creaseData (cd) polyComponentNULLoutputinputstorablehidden
Polygon Crease Data
colorPerVertex (cpvx) compoundn/aoutputinputconnectablestorablekeyable
Attribute to specify the color of a vertex, either on the entire vertex or on a per face basis.
vertexColor (vclr) compoundn/aarrayoutputinputconnectablestorablekeyable
A compound attribute that corresponds to the color of the vertex. The attribute is a multi with the index of the multi identifying the vertex that the color applies to.
vertexColorRGB (vrgb) float3outputinputconnectablestorablekeyable
Vertex color. RGB channels.
vertexColorR (vxcr) float0outputinputconnectablestorablekeyable
Vertex color - R channel.
vertexColorG (vxcg) float0outputinputconnectablestorablekeyable
Vertex color - G channel.
vertexColorB (vxcb) float0outputinputconnectablestorablekeyable
Vertex color - B channel.
vertexAlpha (vxal) float1outputinputconnectablestorablekeyable
Vertex color - Alpha channel.
vertexFaceColor (vfcl) compoundn/aarrayoutputinputconnectablestorablekeyable
A compound attribute that corresponds to the color of the vertex attached to a particular face. It is a multi attribute and the index of the multi identifies the face that the color applies to. The index of the parent attribute (aVertexColor) already identifies the vertex that color is being attached to.
vertexFaceColorRGB (frgb) float3outputinputconnectablestorablekeyable
RGB channel of Color of a vertex attached to a particular face.
vertexFaceColorR (vfcr) float0outputinputconnectablestorablekeyable
R channel of Color of a vertex attached to a particular face.
vertexFaceColorG (vfcg) float0outputinputconnectablestorablekeyable
G channel of Color of a vertex attached to a particular face.
vertexFaceColorB (vfcb) float0outputinputconnectablestorablekeyable
B channel of Color of a vertex attached to a particular face.
vertexFaceAlpha (vfal) float1outputinputconnectablestorablekeyable
Alpha channel of Color of a vertex attached to a particular face.
normalPerVertex (npvx) compoundn/aoutputinputstorable
Attribute to specify the normal of a vertex, either on the entire vertex or on a per face basis.
vertexNormal (vn) compoundn/aarrayoutputinputstorable
A compound attribute that corresponds to the normal of the vertex. It is a multi attribute with the index of the multi identifying the vertex that the normal value applies to.
vertexNormalXYZ (nxyz) float3outputinputstorable
Vertex normal - XYZ values.
vertexNormalX (vxnx) float1e20outputinputstorable
Vertex normal x value
vertexNormalY (vxny) float1e20outputinputstorable
Vertex normal y value
vertexNormalZ (vxnz) float1e20outputinputstorable
Vertex normal z value
vertexFaceNormal (vfnl) compoundn/aarrayoutputinputstorable
A compound attribute that represents the normal of the vertex attached to a particular face. It is a multi attribute and the index of the multi identifies the face that the normal applies to. The index of the parent attribute (aVertexNormal) already identifies the vertex that normal value applies to.
vertexFaceNormalXYZ (fnxy) float3outputinputstorable
VertexFace normal - XYZ.
vertexFaceNormalX (vfnx) float1e20outputinputstorable
Vertex face normal x value
vertexFaceNormalY (vfny) float1e20outputinputstorable
Vertex face normal y value
vertexFaceNormalZ (vfnz) float1e20outputinputstorable
Vertex face normal z value
displayVertices (dv) boolfalseoutputinputconnectablestorable
Controls explicit vertices display.
displayBorders (db) boolfalseoutputinputconnectablestorable
Controls explicit edge border display.
displayEdges (de) enum0outputinputconnectable
Controls explicit edge style display.
displayFacesWithGroupId (dfgi) integer-2outputinputconnectablestorable
Overrides which faces are drawn on the UV Texture Editor. Has no effect on the 3d modeling view
displayCenter (dc) boolfalseoutputinputconnectablestorable
Controls explicit face center display.
displayTriangles (dt) boolfalseoutputinputconnectablestorable
Controls explicit face triangles display.
displayUVs (duv) boolfalseoutputinputconnectablestorable
Controls explicit uvs display.
displayItemNumbers (din) integer0outputinputconnectablestorable
Controls explicit item numbers display.
displayNonPlanar (dnp) boolfalseoutputinputconnectablestorable
Controls explicit warped (non-planar) faces display
backfaceCulling (bck) enum0outputinputconnectablestorable
Controls explicit backculling.
vertexBackfaceCulling (vbc) booltrueoutputinputconnectablestorable
Controls explicit vertices backculling.
borderWidth (bw) double2.0outputinputconnectablestorable
Controls explicit border width .
normalSize (ns) double0.4outputinputconnectablestorable
Controls explicit normal size.
normalType (ndt) enum0outputinputconnectablestorable
Controls explicit normal type.
displayNormal (dn) boolfalseoutputinputconnectablestorable
Controls explicit normal display.
displayTangent (dtn) boolfalseoutputinputconnectablestorable
Controls explicit tangents display.
tangentSpace (tgsp) enum0outputinputconnectablestorable
"Right Handed" tangent spaces are calculated so that the normal, the tangent, and the binormal always form a right handed coordinate system. In cases where the UV winding order has been reversed (either manually or as part of a mirroring workflow) this will cause the binormal components of normal and bump maps to be inverted (matching the behaviour of shaders which manually calculate the binormal from the tangent and normal). This is the default behaviour for pre-8.0 files. "Detect Winding Right Handed" tangent spaces calculate binormal values in a right handed coordinate system taking into account the UV winding order of the face. This ensures the binormal aligns with the V direction of the texture, and so enables the correct display of normal and bump maps on faces with reverse wound or mirrored UV mappings. This is the default value newly created meshes. "Left Handed" tangent spaces are calculated so that the normal, the tangent, and the binormal always form a left handed coordinate system. In cases where the UV winding order has been reversed (either manually or as part of a mirroring workflow) this will cause the binormal components of normal and bump maps to be inverted (matching the behaviour of shaders which manually calculate the binormal from the tangent and normal). "Detect Winding Left Handed" tangent spaces calculate binormal values in a left handed coordinate system taking into account the UV winding order of the face. This ensures the binormal aligns with the -V direction of the texture, and so enables the correct display of left handed normal maps on faces with reverse wound or mirrored UV mappings.
tangentSmoothingAngle (tsa) angle (double)0.0degoutputinputconnectablestorable
Angle below which tangents will be smoothed. A value of 0 ensures that all UV seams (both UV borders and mirrored edges) create tangents space seams. Increase this value to remove undesired tangent space seams caused by UV borders or UV mirroring.
tangentNormalThreshold (tnt) angle (double)0.0degoutputinputconnectablestorable
Angle below which normals are considered equal when calculating tangent space. A value of 0 ensures that all hard edges create tangents space seams. Increase this value to remove undesired tangent space seams caused by hard edges.
allowTopologyMod (atm) booltrueoutputinputconnectablestorable
Allow commands to modify the surface topology
materialBlend (matb) enum0outputinputconnectablestorable
Determines how to blend any stored color per vertex values with the current material, when in color display mode when blending is enabled. The default is to overwrite the material color.
uvTweakLocation (uvtl) generic typed dataNULLinputconnectablehidden
While there is an input connection to this attribute, uv tweaks on this shape are placed on the node connected to this attribute rather than in the standard uv tweak (aUVPoints) attribute.
userTrg (utrg) stringNULLoutputinputconnectablestorable
The name of the user defined face triangulation function. By defualt, it is an empty string, which means Maya face triangulation will be used. Users can override the default triangulation by setting this attribute to the name of their own function registered with Maya through the API.
dispResolution (dr) enum0outputinputconnectablestorablehidden
Controls resolution at which surface is displayed
vertexIdMap (vmap) boolfalseoutputinputhidden
Should the API watch for the vertex ID modification?
edgeIdMap (emap) boolfalseoutputinputhidden
Should the API watch for the edge ID modification?
faceIdMap (fmap) boolfalseoutputinputhidden
Should the API watch for the face ID modification?
displaySmoothMesh (dsm) boolfalseoutputinputhidden
Should the smooth mesh be displayed/rendered
inForceNodeUVUpdate (ifuv) boolfalseoutputinputhidden
Dirty this attribute to trigger a UV update to the shape.
outForceNodeUVUpdate (ofuv) boolfalseoutputinputhidden
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Output attribute that will force a compute to update the shape UVs when dirtied.