GeoFieldMesh
The GeoFieldMesh node creates a mesh prim from a field when working with Gaussian Splats, allowing it to be included in a USD stage.
The prim path is {nodename} by default, which is equal to the node name, such as /GeoFieldMesh1 or /GeoFieldMesh5. You can change the prim path to update the Scene Graph as required.
Note: You can set attributes on the field mesh prim via GeoFieldSet.
Note: This is a LABS node, indicated in Nuke with the tag: 
LABS nodes are experimental and not intended to be used for production.
Inputs and Controls
|
Connection Type |
Connection Name |
Function |
| Input | unnamed | An input to connect the previous nodes in the stage. |
|
fld |
An input to connect a field for creating a mesh. |
|
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
|
GeoFieldMesh Tab |
|||
|
Path |
prim_path |
{nodename} |
The root path of the new object. Path defaults to {nodename}. |
| Create Missing Parents | create_missing_parents | on | When turned on, this will create the missing ancestor prims which don’t already exist in the path. When off, missing ancestors will be pure overs (i.e. overrides), which will cause the prim to not appear in the scene graph or render unless the parent prim ‘overs’ are turned into ‘concrete’ prims. |
| Create Missing Parents (Type) |
parent_prim_type |
Xform |
Sets the type of prim to create if there are missing ancestors in the path. |
| Method | method | Marching Cubes | The way that the field mesh is created: Marching Cubes or Dual Contoruing. |
| Quality | dc_method | Normals | If the Method is set to Dual Contoruing, select from Normals, Voxels, Average, or QEF. |
| Count | xcount, ycount, zcount | 10, 10, 10 | Sets the count of the mesh. The maximum count is MAX_Field_TESSELATION. |
| Isolevel | isolevel | 0 | Sets the isolevel of the mesh. |
| Bounds | bounds | x=-0.5, y=-0.5, n=-0.5, r=0.5, t=0.5, f=0.5 |
Set the bounds of the field mesh. This can be done manually when Auto is unchecked. If you have Auto enabled, these values are overridden based on the input field. |
| Auto | auto_bounds | on | Automatically sets the bounds based on the input field. Uncheck this checkbox to set bounds manually. |
| Primitive Attributes | |||
|
Kind |
kind |
subcomponent |
Sets the Kind associated with this object. Nuke only uses Kinds with the GeoDrawMode node, which allows you to display complicated geometry in a simplified form, such as a bounding box or crossed cards, to load scenes faster. It's also good practice to follow the conventions on the use of Kind to create properly-constructed USD stages if you intend to export the scene for use in your pipeline. The model option is valid, but should not be used in most cases: • model - the root prim in the scene, which is a superclass of group and component. • assembly - used to denote an important group in the scene. • group - a container for other kinds. • component - a leaf kind, which cannot contain other kinds apart from subcomponents. • subcomponent - a special leaf kind for use in components. |
|
Purpose |
purpose |
default |
Sets the object’s purpose, which can be used to control how a scene is rendered: • default - the object has no particular purpose and is rendered by default. • render - the object is the full resolution version for use when rendering the scene. • proxy - the object is a proxy version used for test purposes, which can be a lower resolution to decrease render times. • guide - the object is not rendered, but is visible in the Viewer for reference. Note: The render, proxy, and guide purposes are only displayed in the 3D Viewer when they are enabled in the Viewer Properties in the 3D tab. |
|
Visibility |
visibility |
inherited |
Controls whether the object and its descendants are visible in the scene. Making objects invisible can increase scene performance. • inherited - the object's visibility is controlled by its parent. • invisible - the object and its descendants are invisible in the scene. |
| Mesh Attributes | |||
|
Subdivision |
subdivision_scheme |
none |
Sets the subdivision method to apply when Mesh Type is set to shared vertices. • catmullClark: algorithm that smooths the appearance of a mesh using recursive refinement to generate quadrilaterals • loop: algorithm that is defined recursively, dividing a triangle into four smaller ones • bilinear: algorithm that subdivides a mesh without smoothing the appearance • none: no subdivision is applied to the mesh Note: The level of subdivision can be adjusted using the Viewer node's Properties on the 3D tab under Refine Level. The Refine Level only affects the Viewer output, not the final rendered scene. |
|
Boundary |
interpolate_boundary |
none |
Controls where interpolation is applied at boundaries between faces: • none • edge only • edge and corner |
| Double Sided | double_sided | off | When enabled, the selected color and opacity is applied to both sides of the object's faces. |
|
|
|||
| Display Color | display_color | 1 | Sets the color applied to the faces of the object. You can use the sliders, color picker, or colorwheel to select the required color. |
| Display Opacity | display_opacity | 1 | Sets the opacity applied to the faces of the object, where 1 is fully opaque and 0 is fully transparent. |