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mesh component

3D geometry from the mesh asset in source, drawn at the node. With a skin, the rig skeleton names deforms it.

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3d · render · 18 properties · 3D

3D geometry from the mesh asset in source, drawn at the node. With a skin, the rig skeleton names deforms it.

In a scene, mesh is the node key that applies it. A script reaches each property below as a field on node.mesh: reading one asks the running component, and assigning one leaves the rest alone. The whole table is node.mesh.get() and node.mesh.set(table).

Properties

property type default description
cast_shadow bool true Whether this casts a shadow from the lights that cast
color color [1,1,1,1] Tint the texture and the material are multiplied by, as channel floats or #rrggbb / #rrggbbaa; an alpha below one draws it see-through
depth_test bool true Let the scene hide it; off draws it over everything drawn before it and leaves the depth as it was
dot_color color [0,0,0,0] The vertex dots' colour; an alpha of zero takes the node's own. Not drawn on a skinned mesh, which Balaur poses in its own vertex stage
dot_size float 0 Size of a dot drawn on every vertex; zero draws none. Not drawn on a skinned mesh, which Balaur poses in its own vertex stage. Not on WebGL2 At least 0.
dot_sizing enum world What dot_size counts: world is pixels at one world unit from the camera, thinning with distance, screen is pixels One of world, screen.
draw_surface bool true Whether the surface draws; off leaves the wireframe and the dots alone
light_layers int -1 Light-layer bitmask; a light3d lights this when their masks share a bit. -1 is every layer
material asset · material — The material this draws with; empty draws with the built-in one
receive_shadows bool true Whether shadows land on it; off lights it as if nothing stood between it and every light
render_layers int -1 Layer bitmask; a camera3d draws this when their render_layers share a bit. -1 is every layer
segmentation_id int 0 The id render.snap_aov("segmentation") colours this node by; nodes sharing one share a colour. Zero takes one of its own, from 1 up At least 0.
skeleton node — The rig a skinned mesh deforms with; empty means this node
source asset · mesh — The mesh asset this node draws
texture asset · texture — Image file, project-relative, or a texture asset; empty draws the colour alone
wireframe_color color [0,0,0,0] The wireframe's colour; an alpha of zero takes the node's own. Not drawn on a skinned mesh, which Balaur poses in its own vertex stage
wireframe_sizing enum world What wireframe_width counts: world is pixels at one world unit from the camera, thinning with distance, screen is pixels One of world, screen.
wireframe_width float 0 Width of a line drawn along every triangle edge; zero draws none. Not drawn on a skinned mesh, which Balaur poses in its own vertex stage. Not on WebGL2 At least 0.

Asset types this component references: material, mesh, texture.