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.