Cloth Solver
cloth_solver
Simulate saved pattern panels with CPU or CUDA, sewing, elastic edges, stretch and bend controls, collisions, self collision, gravity, and pins.
Use and connections: Connect Pattern Design to pattern, an optional static/animated mesh to collider, and the result to Scene. Arrange panels, then Play or Step, or enable Simulate with timeline. Bake, Load cache, Save state, and Stop & save support reusable results and resuming a settled pose.
Cache behavior: Simulation-setting changes clear calculated timeline frames and unload outdated baked playback. Preview and rendering recalculate from the starting pose; saved drape inputs and files on disk are preserved.
Workflow guide →
Inputs, parameters, buttons, and usage
Connections and result
Connect a saved Pattern Design document to pattern, an optional static/animated mesh to collider, and cloth to Scene. Scene collider-owner rows can select additional collider meshes.
Parameters and options
| Control | What it does |
| Enabled / Backend | Enable the solver and choose auto, cpu, or cuda. CUDA requires a compatible configured runtime. |
| Stretch stiffness / Bend stiffness | Resistance to stretching and folding. Higher stiffness generally needs adequate substeps/iterations to solve reliably. |
| Sew stiffness / Sew closure / Seam gap | Controls how strongly paired seams pull together, the closure duration in seconds, and the target separation in meters. A 1–2 second closure can pull seams together more gently around a body. |
| Surface density / Damping | Fabric mass per square meter and velocity damping. A density of 0.2 kg/m² is 200 g/m²; gravity acceleration is not reduced by choosing a lighter fabric. |
| Gravity / Gravity Y | Enable gravity independently of its stored strength. Earth gravity is −9.81 m/s². |
| Collision thickness / Friction | Surface clearance in meters and resistance to sliding. Try 0.003–0.005 m for body clearance; friction 0 is slippery. |
| Self collision / Ground plane Y = 0 | Enable fabric-to-fabric contact or collision with the ground plane. |
| Collider owner | Drop Scene meshes into the owner field or use comma-separated owner names. Leave empty to use the collider input. |
| Mesh spacing / Scene units per meter | Mesh spacing is in millimeters; smaller spacing creates a finer cloth mesh. Use 1 for meter-scale scenes or 100 for centimeter-scale scenes. |
| Substeps / Constraint iterations / Collision quality | More solves/contact passes improve difficult motion at higher cost. The UI suggests 8 substeps for dressing, 16 for fast motion, and collision quality 4 as starting points. |
| FPS / Start frame / End frame | Sets standalone simulation timing and bake range. Timeline simulation uses the viewport timeline FPS. |
| Simulate with timeline | Playing or scrubbing simulates from the current or loaded starting pose and keeps calculated frames in memory. The cloth toggle beside FX changes this option for all solvers in the current view and stays synchronized with the node checkboxes. Toggling off/on preserves calculated frames; save the graph to persist the node settings. |
| Grab cloth with mouse | Allows interactive cloth manipulation in the viewport. |
Buttons and editing actions
| Control | What it does |
| Play / Stop / Step | Runs realtime settling or advances one solve step; in timeline mode, Step advances one animation frame and playback uses viewport controls. |
| Reset | Returns the cloth to its starting arrangement. |
| Pin selected points / Unpin selected / Clear pins | Uses viewport point selection to edit pins. Pin edits retain the current pose and recalculate subsequent frames. |
| Bake… | Calculates the Start–End range from the arranged pattern and saves an animation cache. |
| Load cache… / Clear cache | Loads saved pose/animation data or unloads it and returns to the arranged pattern. |
| Save state… | Saves pose, velocity, and sewing progress so simulation can resume later. |
| Stop & save | Stops baking after the current solve and saves completed frames. |
Using this node
- Save the pattern and arrange its panels around the collider in Scene.
- Use a short Play/Step test to check scale, seams, and collisions.
- Set the timeline/bake range and save a state or bake once the drape is suitable.
Changing simulation settings clears calculated timeline frames and unloads outdated baked playback. Preview/render recalculate from the starting pose; saved drape inputs and files on disk remain.
Pattern Design
pattern_design
Draft garment panels in an embedded canvas or Open Full Editor. Edit millimeter dimensions, points, cubic curves, linked mirrors, combined outlines, sewing pairs, and elastic edges.
Use and connections: Save a standalone .pattern.json document before using the pattern output. Closed, valid panels feed Cloth Solver or can be placed directly in Scene. The workflow references the pattern file; it does not embed unsaved edits or copy the pattern when saved.
Workflow guide →
Inputs, parameters, buttons, and usage
Connections and result
The pattern output references a standalone .pattern.json file. Connect it to Cloth Solver or Scene after saving valid closed panels.
Parameters and options
| Control | What it does |
| Width / Height | Dimensions for new rectangle/trapezoid panels, in millimeters; initial dimensions are 300 × 400 mm. |
| Selected edge / curve handles | Choose an edge and edit its geometry. Cubic edges expose handles for smooth shaping. |
| Point and panel selection | Select points, edges, or panels for editing, moving, combining, or mirrored editing in the canvas/full editor. |
| Sewing pairs | Pairs panel edges so Cloth Solver can pull the corresponding boundaries together. |
| Elastic enabled / Strength / Rest length | Enable contraction on selected edges. Higher strength pulls harder; 80% rest length shortens the desired edge length by 20%. |
| Linked mirrors | Use linked mirrored panels where symmetric edits should remain related. |
Buttons and editing actions
| Control | What it does |
| New Pattern / Open-Locate | Creates a document or locates an existing pattern file. |
| Save .pattern.json | Writes the standalone file used by the output. |
| Open Full Editor | Opens the larger pattern editing workspace. |
| + Rectangle / + Trapezoid | Adds a panel from the dimension fields. |
| Draw Points / Close | Draws an outline and closes it into a panel. |
| Make Cubic Curve / Insert Point / Delete Point(s) | Changes edge shape or point topology. |
| Sew / Elastic tools | Selects the edge-pairing or elastic editing operation. |
| Undo / Redo / Fit | Reverts/reapplies edits or frames all panels. |
Using this node
- Draw or add closed panels and set their dimensions.
- Pair seam edges and adjust curves or elastic settings.
- Save the pattern file, then arrange it in Scene and connect Cloth Solver.
Saving the workflow does not embed unsaved pattern edits or copy the pattern file. Keep the referenced .pattern.json with the project.
uv_unwrap
UV workflow stage.
Inputs, parameters, buttons, and usage
Connections and result
Connect geometry to mesh. The processed mesh supplies UV coordinates for texture, mask, and related workflows.
Parameters and options
| Control | What it does |
| Mesh / source | The connected geometry to unwrap. |
| Path | The processed mesh path used downstream; check that the input has resolved before previewing. |
| UV inspection | Inspect the result with a checker texture before relying on it for painting or grooming. This compact node does not expose an island-packing editor. |
Buttons and editing actions
| Control | What it does |
| View | Processes/resolves and displays the connected mesh for inspection. |
Using this node
- Connect the mesh to UV Unwrap.
- View and apply a checker texture downstream.
- Inspect distortion before adding a painted mask or detailed texture.
normals
Smooth mesh normals and cache an updated OBJ for downstream texture, mask, and scene workflows.
Inputs, parameters, buttons, and usage
Connections and result
Connect mesh. The node computes smoothed normals and caches a processed OBJ for downstream geometry, texture, mask, or Scene use.
Parameters and options
| Control | What it does |
| Angle | Smoothing threshold in degrees; initial value 180 permits broad smoothing. Reduce it when hard surface boundaries should remain distinct. |
| Weld tolerance | Tolerance used when matching nearby vertices for smoothing; initial value 0.0001. |
| Source / path | The original mesh and processed result path. Work at a consistent scale before changing the tolerance. |
Buttons and editing actions
| Control | What it does |
| View | Builds and previews the normal-adjusted result. |
Using this node
- Connect a mesh with unwanted faceting or seams.
- Adjust Angle and test a small weld tolerance.
- View under lighting before passing the mesh to materials or Scene.
texture
Base texturing stage.
Inputs, parameters, buttons, and usage
Connections and result
Connect geometry to mesh and choose an image texture. The result can feed Scene or another material/texture stage.
Parameters and options
| Control | What it does |
| Texture | Image file applied to the connected mesh. |
| Source / path | Resolved geometry from the mesh connection. |
| Preview | Shows the chosen texture; the View control reports whether a mesh or texture is still missing. |
Buttons and editing actions
| Control | What it does |
| Choose texture | Browses for the image file. |
| View | Displays the textured model or connected scene. |
Using this node
- Connect a mesh with suitable UVs.
- Choose the texture image.
- View and check orientation/coverage before rendering.
texture_pro
Expanded texture processing controls.
Inputs, parameters, buttons, and usage
Connections and result
Connect geometry to mesh. Generates a procedural Checkerboard or Matrix Rain texture for the model/scene.
Parameters and options
| Control | What it does |
| Pattern / Resolution | Choose Checkerboard or Matrix Rain and texture resolution; available resolutions include 256, 512, and 1024. |
| Tiling / Pack X / Pack Y | Controls tile density and horizontal/vertical packing. |
| Offset X / Y | Shifts the checker pattern in cell units. |
| Speed / Direction / Pan | Sets animation rate and rain direction. Pan slides cells smoothly; disabling it steps by cell. |
| Life min / max | Minimum and maximum lifetimes of rain chains, in seconds. |
| Chain gap min / max | Time interval range between new rain-chain spawns. |
| BG Color / BG Alpha | Background color and opacity. |
| Lighting / Emissive / Softness | Controls lighting contribution, procedural-text glow, and glyph-edge softness. |
Buttons and editing actions
| Control | What it does |
| BG Color | Opens the background color chooser. |
| View | Displays the procedurally textured model or scene. |
Using this node
- Select the pattern and View on a UV-mapped mesh.
- Set tiling/packing before tuning animation.
- For Matrix Rain, adjust chain timing and glow while playing the timeline.
texture_layer
Layered texture compositing.
Inputs, parameters, buttons, and usage
Connections and result
Connect the target geometry to mesh and texture-producing sources to base and overlay.
Parameters and options
| Control | What it does |
| Base | The lower texture layer. |
| Overlay | The layer composited over the base; use the source layer’s transparency to control its contribution. |
| Mesh | Geometry receiving the composed texture. |
| Source layer settings | Edit texture generation, colors, and opacity on the upstream nodes; this compact compositor does not present a full layer-stack editor. |
Buttons and editing actions
| Control | What it does |
| View | Displays the combined layers on the connected model/scene. |
Using this node
- Connect a mesh and a base texture.
- Connect the overlay texture and set its upstream alpha as needed.
- View to verify the combined result.
material
Material setup and conversion utilities.
Inputs, parameters, buttons, and usage
Connections and result
Connect mesh to apply the material settings before Scene or export.
Parameters and options
| Control | What it does |
| Transparency | Controls how much of the surface is transparent. |
| IOR / Refraction | Sets the index of refraction and refractive contribution used by the material. |
| Tint color | Colors the material’s transmitted/tinted appearance. |
| Fresnel amount / color | Controls the angle-dependent contribution near grazing views. |
| Source / path | Geometry receiving the material; the connection supplies the source. |
Buttons and editing actions
| Control | What it does |
| Color swatches | Choose tint and Fresnel colors. |
| View | Previews the material on the connected geometry. |
Using this node
- Connect the mesh and View it with scene lighting.
- Set transparency and tint first.
- Adjust IOR/refraction and Fresnel while inspecting both front and grazing angles.
mask
Paint foreground/background mesh masks with brush, falloff, invert, clear, and preview controls.
Inputs, parameters, buttons, and usage
Connections and result
Connect mesh to paint a surface mask. Feed the mask result to Groom Guides or other mask-aware processing.
Parameters and options
| Control | What it does |
| Foreground / Background | Paint and clear colors; initial values are white foreground and black background. |
| Brush size | Brush footprint; initial value 48. |
| Falloff | Edge softness of the brush; initial value 0.35. |
| Brush mode | Selects the painting operation, initially add. |
| Mask path | Stored mask result used downstream. |
Buttons and editing actions
| Control | What it does |
| Paint brush | Enables mask painting in the 3D viewport. |
| Invert | Swaps foreground and background colors. |
| Clear | Fills the mask with the background color. |
| View | Displays the mask on the connected model. |
Using this node
- Connect a mesh and View.
- Set brush size/falloff and paint the intended region.
- Inspect boundaries before connecting the mask to Groom Guides.
split_volume / volume_selector
Filter/split geometry by volume.
Inputs, parameters, buttons, and usage
Connections and result
Connect the geometry to mesh and the selection volume to volume. Also registered as volume_selector.
Parameters and options
| Control | What it does |
| Volume | Defines the spatial region used to filter/split the mesh. |
| Invert | Reverses which side of the volume selection is kept; initially off. |
| Source / result path | The input geometry and processed result; inspect the split before later processing. |
| Debug | Enables diagnostic output when investigating the result. |
Buttons and editing actions
| Control | What it does |
| View | Previews the connected selection/result. |
| Split | Performs the volume-based geometry split. |
Using this node
- Connect the mesh and volume.
- Place the volume and choose whether the selection is inverted.
- Split and inspect the result before export or downstream processing.
fx
Post-process and trail-style pipeline stage.
Inputs, parameters, buttons, and usage
Connections and result
Connect the animated source to mesh and optional repeated geometry to instance. This node builds trail-style effects from sampled motion.
Parameters and options
| Control | What it does |
| Enabled / Global | Enables the trail and selects global-space behavior. |
| Samples / Frame step | Number and spacing of motion samples; initial values 28 and 1. |
| Spawn rate / Substeps / Lifespan | Controls how frequently trail elements appear, intermediate sampling, and their lifetime. |
| Repeats / Radius / Sides | Controls repeated trail geometry and its thickness/resolution. |
| Color / Line width | Sets trail appearance. |
| Profile ramp | Shapes the trail profile along its extent. |
| Age scale min / max / ramp | Changes element size over its lifetime. |
Buttons and editing actions
| Control | What it does |
| Wave | Resets the profile ramp to its wave-shaped preset. |
| Linear | Resets the age-scale ramp to a linear progression. |
| Ramp editing | Adjust the ramp points to control the shape and age response. |
Using this node
- Connect an animated source and view it through Scene.
- Start with a short lifespan and modest sample count.
- Tune the profile and age scale while playing the animation.
fx_splat_physics
Add motion lag, gravity, noise, and fading trails to animated skinned splats.
Connect: Feed skinned_splat_proxy into splats, then send the result to Scene. Physics follows the animated target positions while allowing controlled drift.
Controls: Choose a preset, then tune Follow, Drag, Velocity, Gravity Y, noise, substeps, and Max Lag. Trail and Glow add visual effects; Reset on timeline jumps resets the simulation when scrubbing beyond the Jump threshold.
Inputs, parameters, buttons, and usage
Connections and result
Connect an animated Gaussian-splat source to splats. Adds follow/lag, force, trail, and physics-driven glow behavior during playback.
Parameters and options
| Control | What it does |
| Enabled / Preset | Toggle physics and choose a starting preset. Apply copies the preset into the node values. |
| Follow / Drag / Velocity / Scale | Controls attraction to the moving source, motion damping, inherited velocity, and overall physics scale. |
| Noise Type / Noise / N Scale / N Speed | Choose None, Curl Force, Velocity Multiply, Follow Multiply, or Drag Multiply. Set noise strength, pattern scale, and animation speed; lower N Scale makes broader noise, while higher values make tighter breakup. |
| Gravity Y | Vertical force contribution; initial value −0.25. |
| Substeps / Max Lag | Substeps improve temporal resolution; Max Lag limits displacement from the source. |
| Reset on timeline jumps / Jump | Resets history when a sufficiently large frame jump occurs; initial threshold 12 frames. |
| Trail / T Rate / T Life / T Alpha / T Size / T Curl | T Rate is the fraction of source splats emitted per frame; T Life is their lifetime in frames. The other controls set starting opacity, size, and curl force. |
| Glow from physics / glow intensity / radius boost | Adds a glow response and controls its strength and expanded splat footprint. |
Buttons and editing actions
| Control | What it does |
| Apply | Applies the selected preset to the current parameter values. |
Using this node
- Connect an animated splat proxy and apply a mild preset.
- Play forward to inspect follow and drag.
- Add trails/glow after the core motion is stable, and enable jump resets when scrubbing.
fx_splat_fx
Apply audio-driven glow and traveling wave effects to Gaussian splats.
Connect: Supply a skinned splat proxy or a compatible splat-effects node to splats. Connect an audio source to audio or browse to an audio file, then use View to preview with the timeline.
Controls: Adjust audio gain, smoothing, threshold, and start offset, then tune glow intensity, radius, saturation, and wave strength, width, speed, and axis. This node is also available through the splat_fx and splat_glow aliases.
Inputs, parameters, buttons, and usage
Connections and result
Connect splats and an audio source to audio, or choose an audio file. Creates audio-reactive glow and waves on the splats.
Parameters and options
| Control | What it does |
| Enabled / Audio path | Enables the effect and provides a local sound source when needed. |
| Analysis gain / Smoothing / Threshold | Sets audio sensitivity, response smoothing in milliseconds, and the minimum activity level. |
| Audio start offset | Aligns the audio analysis with the scene timeline in milliseconds. |
| Glow intensity / Radius boost / Saturation | Controls audio-reactive glow strength, footprint, and color saturation. |
| Wave strength / Width / Speed / Axis | Controls the deformation wave and chooses its X, Y, or Z direction. |
Buttons and editing actions
| Control | What it does |
| Browse | Chooses the audio file. |
| View | Previews the audio-reactive splat effect. |
Using this node
- Connect a splat source and audio.
- Align the start offset and tune gain/threshold.
- View during playback and adjust glow/wave strength.
colorize
Recolor splats with a three-color ramp driven by their shape or height.
Connect: Feed a skinned splat proxy or compatible splat-effects chain into splats, then preview it in Scene or with View.
Controls: Choose Thickness, Density, Radius, Area, or Height Y as the metric. Set low, middle, and high colors, then adjust percentile limits, invert, gamma, and blend. splat_colorize and fx_splat_colorize are aliases.
Inputs, parameters, buttons, and usage
Connections and result
Connect Gaussian splats to splats. Recolors them from a measurable splat property.
Parameters and options
| Control | What it does |
| Metric | Choose Thickness, Density, Radius, Area, or Height Y to drive the colors. |
| Low / Mid / High color | Defines the three-stop color ramp. |
| Low / High percentile | Bounds the mapped range while reducing the influence of extremes; initial values 2 and 98. |
| Gamma | Adjusts the distribution through the ramp; initial 1. |
| Blend | Mixes the recoloring with the source appearance; initial 1. |
| Invert ramp / Enabled | Reverses the mapping or toggles the effect. |
Buttons and editing actions
| Control | What it does |
| Color buttons | Chooses low, mid, and high colors. |
| View | Previews the recolored splats. |
Using this node
- Choose a metric appropriate to the shape.
- Set contrasting ramp colors and inspect the result.
- Tune percentile limits and Blend to preserve useful source detail.
fx_music_effects
Drive mesh displacement from an audio track, including animated character geometry.
Connect: Supply geometry to mesh and a sound source to audio, or select an audio file in the node. Use View to preview the deformation with timeline audio.
Controls: Set analysis gain, smoothing, threshold, and audio start offset. Displacement, maximum displacement, and outward-only movement control how far the surface responds to the sound.
Inputs, parameters, buttons, and usage
Connections and result
Connect mesh and audio or choose an audio file. Converts audio activity into mesh displacement.
Parameters and options
| Control | What it does |
| Enabled / Audio path | Enables the effect and selects a file when the audio connection does not supply it. |
| Analysis gain / Smoothing / Threshold | Controls sensitivity, temporal smoothing in milliseconds, and the minimum activity level. |
| Audio start offset | Aligns the sound with the scene timeline in milliseconds. |
| Mesh displacement / Maximum displacement | Sets the displacement response and its upper limit. |
| Outward only | Restricts deformation to outward motion; initially enabled. |
Buttons and editing actions
| Control | What it does |
| Browse | Selects an audio file. |
| View | Displays the mesh with the audio-reactive deformation. |
Using this node
- Connect a mesh and a sound source.
- Align playback and start with a low displacement.
- Adjust gain and smoothing before raising the displacement limit.
wire
Wire and curve-based geometry path workflows.
Inputs, parameters, buttons, and usage
Connections and result
Connect mesh/point geometry to mesh. Creates line/curve paths using its point order and grouping attributes.
Parameters and options
| Control | What it does |
| Enabled | Enables the wire result. |
| Order | Choose id, file, x, y, z, probability, or hamming ordering along each path; initial value id. |
| Group attribute | Separates paths using an attribute such as name, the initial setting. |
| Source / path | The input geometry and resolved result. |
Buttons and editing actions
| Control | What it does |
| View | Displays the generated wires/curves. |
Using this node
- Connect geometry with the intended point order.
- Choose the grouping attribute so unrelated objects are separate.
- View and correct ordering before using the paths downstream.
groom_guides
Generate guide curves from a painted mask and source mesh.
Inputs, parameters, buttons, and usage
Connections and result
Connect a painted Mask to mask. The source mesh and mask define where guide roots are generated.
Parameters and options
| Control | What it does |
| Guide count | Number of guides to seed; initial 256. |
| Segments | Segments along each guide; initial 5. |
| Threshold | Mask cutoff for eligible root locations; initial 0.35. |
| Length | Initial guide length; initial 0.08 in the source geometry’s scale. |
| Seed | Repeatable random distribution of roots; initial 7. |
| Guides path / diagnostics | Identifies the generated guide data and reports generation issues. |
Buttons and editing actions
| Control | What it does |
| View | Generates/resolves and previews the guides. |
| Diagnostic Copy | Copies the report when a diagnostics dialog is opened. |
Using this node
- Paint the growth region with Mask.
- Set guide density, length, and threshold.
- View, then connect the guides to Groom Deform or Guide Tube.
groom_guide_pose
Pose guide curves from animation frames with XPBD-style strand settings and optional GPU support.
Inputs, parameters, buttons, and usage
Connections and result
Connect guides and an optional collider. Produces a settled/simulated guide pose and a pose cache for later strand processing.
Parameters and options
| Control | What it does |
| Enabled / Start frame / FPS | Enables the strand calculation and sets its starting frame and timing; initial start 0 and FPS 24. |
| Substeps / Iterations | Temporal subdivisions and constraint solves; initial values 4 and 8. Higher values cost more processing. |
| Stretch / Bend / Damping | Controls resistance to elongation and bending plus motion damping. |
| Gravity Y / Wind X-Y-Z | Forces applied to the guides; initial gravity −9.81 and wind 0. |
| Scene units per meter | Converts scene scale for physical settings; initial value 100. |
| Root pin | Controls attachment strength at guide roots; initial 1. |
| Maximum velocity | Limits motion velocity; initial 250. |
| Device | Backend selection; auto initially. Choose a supported device for the configured runtime. |
| Settle seconds / Warmup frames | Controls how long the guide pose settles before being used. Initial warmup is 36 frames. |
Buttons and editing actions
| Control | What it does |
| Sim Pose | Calculates the settled pose using the selected forces, timing, and collider. |
| Clear Sim | Clears the stored simulated-pose result. |
| View | Displays the current guide pose. |
Using this node
- Connect guides and the correctly scaled collider.
- Set the start frame and settling time.
- Sim Pose and inspect it; clear/recompute after changing the source setup.
groom_guide_sim
Simulate guides with frame, FPS, substep, stretch, bend, gravity, wind, and collider controls.
Inputs, parameters, buttons, and usage
Connections and result
Connect guides and an optional collider for animated strand simulation. The processed guide data can feed Guide Tube or Scene.
Parameters and options
| Control | What it does |
| Enabled / Start frame / FPS | Enables the strand calculation and sets its starting frame and timing; initial start 0 and FPS 24. |
| Substeps / Iterations | Temporal subdivisions and constraint solves; initial values 4 and 8. Higher values cost more processing. |
| Stretch / Bend / Damping | Controls resistance to elongation and bending plus motion damping. |
| Gravity Y / Wind X-Y-Z | Forces applied to the guides; initial gravity −9.81 and wind 0. |
| Scene units per meter | Converts scene scale for physical settings; initial value 100. |
| Root pin | Controls attachment strength at guide roots; initial 1. |
| Maximum velocity | Limits motion velocity; initial 250. |
| Device | Backend selection; auto initially. Choose a supported device for the configured runtime. |
Buttons and editing actions
| Control | What it does |
| View | Previews the guide simulation; use timeline playback to inspect the animated response. |
Using this node
- Begin with properly attached or settled guides.
- Set scene scale, FPS, and collider.
- View and play forward, increasing substeps/iterations if the motion needs more stable constraints.
groom_guide_tube
Convert guide curves into tube geometry with radius ramp, subdivisions, caps, smoothing, and source-guide display.
Inputs, parameters, buttons, and usage
Connections and result
Connect guides to generate renderable tube geometry around the strands.
Parameters and options
| Control | What it does |
| Enabled | Enables tube conversion. |
| Root radius / Tip radius | Thickness at each end; initial values 0.006 and 0.0015. |
| Radius profile | Ramp controlling thickness along the strand. |
| Sides / Segment subdivisions | Cross-section resolution and along-strand subdivisions; initial 8 sides and 1 subdivision. |
| Caps / Smooth / Guides | Controls closed ends, smoothed normals, and whether the source guides remain visible. |
Buttons and editing actions
| Control | What it does |
| Flat | Resets the editable radius profile to a flat profile. |
| View | Displays the tube geometry. |
Using this node
- Connect posed or simulated guides.
- Choose root/tip radii and tune the radius ramp.
- View, then increase resolution only if the shot needs it.
skinned_volume_mesh
Generate skinned voxel collision meshes from rig contexts for grooming simulation and viewport collision.
Inputs, parameters, buttons, and usage
Connections and result
Connect a rig-aware mesh to mesh. Generates a skinned voxel-derived proxy suitable for collision/viewport use.
Parameters and options
| Control | What it does |
| Density / Volume resolution | Voxel resolution along the longest model axis; higher values preserve more detail and require more resources. |
| Quality / Remesh smoothing | Number of smoothing passes. This rounds voxel edges; it does not add polygons. |
| Maximum influences | Limits skinning influences retained for the generated proxy. |
| Fill interior | Controls interior filling of the volume. |
| Output directory / generated files | The manifest, mesh, volume grid, and skin data describe the generated result. |
Buttons and editing actions
| Control | What it does |
| Generate | Builds the proxy from the connected rig context. |
| View Mesh | Displays the generated volume mesh. |
Using this node
- Connect the validated rig/mesh.
- Generate at moderate density and inspect its silhouette.
- Increase density for missed detail or smoothing for blocky edges before using it as a collider.
skinned_splat_proxy
Generate skinned splat proxies from retargeted rigs, FBX imports, or guide tubes.
Inputs, parameters, buttons, and usage
Connections and result
Connect a supported rigged mesh, retargeted character, or guide-tube source to mesh. Generates sampled splats with skinning data.
Parameters and options
| Control | What it does |
| Sample count / Seed | Controls point density and repeatable sampling; initial seed 1234. |
| Maximum influences | Limits the number of skinning influences retained per sample. |
| Color mode | Chooses the source of sample colors; initial mode skin_weights helps inspect attachment. |
| Radius scale / Adaptive size | Controls splat coverage and whether size adapts to the sampled geometry. |
| Hide source mesh | Hides the original geometry when previewing; initially enabled. |
| Auto generate if missing | Allows generation when no proxy exists; initially off. |
| Output directory / Manifest / PLY / Skin data | Files making up the reusable proxy result. |
Buttons and editing actions
| Control | What it does |
| Generate | Builds the splat samples and skinning data. |
| View Proxy | Displays the generated proxy. |
Using this node
- Connect a validated animated source.
- Generate and View Proxy.
- Check coverage and deformation across several frames before applying splat effects.