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Modifiers | Lattices

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Modifier

Explanation

Input

Mesh to volume (LE)

Converts the mesh into a volume to enable lattice generation, based on the longest edge parameter.

This volume is a three-dimensional grid, a cell in this grid is called a voxel.

With the “Longest Edge node” modifier, you can specify the number of voxels along the longest side of the mesh.

The number of voxels in the two other dimensions follows from this, because our voxels are always cubic I.e. the same length in all three dimensions. Once we know how wide in world-coordinates a voxel is in one dimension we can compute the required number of voxels in the other dimensions using the real-world coordinate boundaries of the input mesh. 

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  • Target: This input will be the mesh that will be turned into a volume. 

  • Voxel Grid Cell Padding: This number of voxels are left empty as padding on all sides of the volume (At least). We say at least because we require cubic voxels so we can’t scale dimensions independently.

  • Voxel Grid Bounds Padding: Value (in world coordinates) to be added to the bounds of the input mesh. The idea of bounds padding is like voxel grid cell padding: add padding between the volume edges and the mesh edges. With cell padding we specify a number of voxels that remain empty. Bounds padding however (artificially) inflates the mesh boundary values. As the volume encompasses the boundary values, this has the effect of creating padding between the volume and the mesh boundaries.

  • Voxel Grid Clipping Offset: Shrin

  • k/expand the generated volume by this factor. The value is subtracted from the volume signed distance values, positive values will thus increase the volume size, and negative values will decrease the size. 

  • Voxel Grid Longest Edge: The number of voxels that will be used on the longest edge of your object.  

  • Upscale Speedup Factor: Create the initial volume data scaled down by this factor, then upscale the volume. Because generating volume data from a mesh is a slow operation, this can greatly speed up volume generation, at the cost of reduced volume resolution i.e. the volume will be less accurate when describing the mesh. This can be an issue for very thin mesh parts, the volume needs at least 3 voxels to span mesh width.

  • Voxel Distance Compute Cutoff: Limits the volume computation to the neighborhood of the mesh. This greatly speeds up volume computation. For algorithms that require accurate distances to the surface (some skinning algorithms) this distance needs to be large enough, otherwise the algorithms will fail.

Mesh to volume (CS)

Converts the mesh into a volume to enable lattice generation, based on the voxel cell size parameter.

This volume is a three-dimensional grid, a cell in this grid is called a voxel.

The “Voxel Cell Size” modifier takes the size of a voxel (remember, our voxels are cubic) as input. After computing the bounding box of the mesh we then know the requested number of voxels in the three dimensions. 

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  • Target: This input will be the mesh that will be turned into a volume. 

  • Voxel Grid Cell Padding: This number of voxels are left empty as padding on all sides of the volume (at least). We say at least because we require cubic voxels so we can’t scale dimensions independently.

  • Voxel Grid Bounds Padding: Value (in world coordinates) to be added to the bounds of the input mesh. The idea of bounds padding is like voxel grid cell padding: add padding between the volume edges and the mesh edges. With cell padding we specify a number of voxels that remain empty. Bounds padding however (artificially) inflates the mesh boundary values. As the volume encompasses the boundary values, this has the effect of creating padding between the volume and the mesh boundaries.

  • Voxel Grid Clipping Offset: Shrink/expand the generated volume by this factor. The value is subtracted from the volume signed distance values, positive values will thus increase the volume size, and negative values will decrease the size. 

  • Voxel Grid Cell Size: This will determine the size of the voxel that is being used.  

  • Upscale Speedup Factor:

  • Align to volume: Align the voxels of this volume to a reference volume. This means the volume voxels will perfectly align, even for volumes of different sizes (but the same voxel sizes).

  • Voxel Distance Compute Cutoff:

Mesh To Volume - Reference

Description

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Convert mesh data to volume data, where the dimensions of the target volume are copied from a reference volume. This allows perfect booleaning of the resulting volume with the reference volume for instance.

  • Target:

  • Reference: Copy the dimensions for the target volume from this reference volume.

  • Upscale Speedup Factor:

  • Voxel Distance Compute Cutoff:

Pressured lattice

Description

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  • Source: This input should be the output from Mesh to Volume node created previously.

  • Unit Cell Type: This input will define the type of unit cell that will be used to created the uniform lattice.

  • Unit Cell Size: This input will determine the size of the

  • Unit Cell Strut Thicknesses: Determines the hardness of the different zones.

  • Skin: This will determine if the lattified volume will be skinned.

  • Pressure Image: This input should be a PNG image of a pressure map. This will be projected on the volume to create the dynamic lattice.

  • Strut Smoothing Region Size (pct):

  • Skinning Type Top: Description coming soon

  • Skinning Offset Top: Description coming soon

  • Skinning Type Bottom: Description coming soon

  • Skinning Offset Bottom: Description coming soon

Volume to mesh

Re-converts a volume to a mesh in order to export the file. The underlying algorithm is known as “marching cubes”. 

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  • Target: This input will be the volume that will be turned into a mesh. 

  • Decimate Max Normal Cone (deg): Remove vertices where the cone spanned by the normals of the faces after removing a vertex has an opening less than or equal to this value. 

  • Decimate Max Edge Length: Edges with lengths exceeding this value will be split, until the resulting edges are smaller than the max edge length.

  • Remove Stragglers: Keep only the connected mesh with the largest number of vertices, remove all other meshes (if any).

Lattify

Fills a volume with a uniform lattice. Together with mesh to volume and volume to mesh modifiers this allows filling a mesh with a uniform lattice

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  • Source: This input should be the output from the Mesh to Volume node created previously.  

  • Unit Cell Type: This parameter will define the type of unit cell that will be used to created the uniform lattice.  

  • Unit Cell Size: This parameter will determine the size of the unit cell that will be used in the lattice. This parameter is expressed in world coordinates I.e. the unit of the coordinates of the original input mesh. Typically mm. 

  • Unit Cell Strut Thickness: this parameter will determine the thickness of the struts of the unit cell (units: see cell_size) 

  • Skin: This will determine if the lattified volume will be skinned. Skinning here means applying our custom algorithm for not simply cutting off the unit cell at the input mesh boundaries but “folding the edges back into the mesh”. This creates a smooth and stable lattice boundary instead of something possibly (depending on the type of unit cell) unstable and/or pointy. 

  • Skinning Type Top: The idea is that only the “lite” lattice modifiers should be in the platform, these options are hidden there.

  • Skinning Offset Top: Description coming soon

  • Skinning Type Bottom: Description coming soon

  • Skinning Offset Bottom: Description coming soon

  • Lattice Grid (optional alignment): Description coming soon

Volume intersect

 Intersects two input volumes 

  • Volume A: Any volume.

  • Volume B: Any volume.

Volume subtract

 Subtracts the second input volume from the first 

  • Volume A: Any volume.

  • Volume B: Any volume.

Volume union

Unites the two input volumes 

  • Volume A: Any volume.

  • Volume B: Any volume.

Volumetric boolean

Performs boolean operations between two volumes.

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  • Volume A: Any volume.

  • Volume B: Any volume.

  • Boolean Mode: Choose boolean type you need from this dropdown.

    • Union: Welds/merges the two volumes.

    • Substract: Removes the part where the two volumes intersect.

    • Intersect: Removes everything but the part where the two volumes intersect.

Pressured lattice (Lite)

Description coming soon

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  • Source: This input should be the output from the Mesh to Volume node created previously.

  • Unit Cell Type: This input will define the type of unit cell that will be used to create the uniform lattice.

  • Unit Cell Size: This input will determine the size of the unit cell that will be used in the lattice. This parameter is expressed in world coordinates I.e. the unit of the coordinates of the original input mesh. Typically mm.

  • Unit Cell Strut Thicknesses: The thickness of the struts will determine the hardness of the different zones.

  • Pressure Image: Image containing a grid of colored squares, the pressure values: black/blue/green/red/orange/yellow.

  • Background Color: Color of the grid lines in the image.

  • Grid Cell Size: Physical size (typically in mm) of a grid cell in the pressure image.

  • Skinning: The lattice “skin” is the mesh that is applied on the surface, effectively joining all the lattice beams together on the surface.

  • Skin Strut Width: For the algorithms that require a strut width parameter, e.g. constant skinning, this parameter determines the strut width in the skinning layer.

Uniform lattice (Lite)

Description coming soon

image-20241007-082833.png
  • Source: This input should be the output from what the Mesh to Volume node created previously.

  • Unit Cell Type: This input will define the type of unit cell that will be used to create the uniform lattic.

  • Unit Cell Size: This input will determine the size of the unit cell that will be used in the lattice. This parameter is expressed in world coordinates I.e. the unit of the coordinates of the original input mesh. Typically mm.

  • Unit Cell Strut Thickness: Description coming soon

  • Skinning: Description coming soon

  • Skin Strut Width: Description coming soon

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