Mesher allows you to save specific nodes as meshes instead of heightfields. It can also generate LODs.
Properties
| Mesher | |
| Format | Specifies the file format for the exported mesh. Choose the format that best fits your workflow or target application. OBJExports the mesh in the standard OBJ format, widely supported for 3D models and compatible with most 3D software. FBXExports the mesh in the FBX format, suitable for advanced workflows and supporting animation, hierarchy, and metadata. DAEExports the mesh in the Collada (DAE) format, an open standard for exchanging 3D assets between applications. GLTFExports the mesh in the glTF format, optimized for real-time rendering and web-based 3D applications. GLBExports the mesh in the binary GLB format, a compact version of glTF for efficient storage and transmission. |
| Scale | Sets the unit or normalization method for the exported mesh coordinates, determining how the model's size is interpreted. NormalizedExports the mesh with coordinates normalized to a 0–1 range, useful for workflows that require unitless or relative positions. MeterExports the mesh with coordinates in meters, matching real-world scale for compatibility with engineering and GIS applications. KilometerExports the mesh with coordinates in kilometers, suitable for large-scale terrain or geospatial datasets. |
| Topology | Specifies the type of mesh topology used for the exported model, affecting how the surface is constructed and rendered. TrisGenerates the mesh using triangles for all faces, ensuring compatibility with all 3D engines and applications. QuadsGenerates the mesh using quadrilaterals where possible, preferred for modeling and sculpting workflows. Adaptive TrisUses adaptive triangulation to optimize mesh density, reducing polygon count in flat areas and increasing detail where needed. |
| Topology Warning | |
| Vertices Per Side | Sets the resolution of the mesh by specifying the number of vertices along each side. Higher values increase detail but also file size. |
| Artifact Reduction | Applies post-processing to reduce visual artifacts in the mesh, such as smoothing or correcting problematic geometry. NoneNo artifact reduction is applied; the mesh is exported as generated. LowApplies minimal artifact reduction, preserving most original detail while correcting minor issues. MedApplies moderate artifact reduction, balancing detail preservation with improved mesh quality. |
| Create Normals | If enabled, generates normal vectors for the mesh, improving shading and rendering quality in 3D applications. |
| Create U Vs | If enabled, generates UV coordinates for the mesh, allowing textures to be mapped accurately onto the surface. |
| UV Origin | Specifies the origin point for the UV coordinate system, affecting how textures are mapped onto the mesh. Top LeftSets the UV origin to the top-left corner, matching conventions used in some graphics applications. Bottom LeftSets the UV origin to the bottom-left corner, standard in most 3D engines and texture workflows. |
| Create Walls | Creates vertical walls along the edges of the mesh, useful for generating closed or extruded terrain models. |
| Center Pivot | If enabled, centers the mesh's pivot point at the origin, making it easier to manipulate in 3D applications. |
| Level of Detail | Specifies the level of detail (LOD) for the exported mesh, allowing for simplified versions to be generated for performance optimization. NoneExports the mesh at full resolution with no LOD applied. LOD 1Exports a simplified mesh with reduced detail, suitable for distant rendering or performance-sensitive applications. LOD 2Exports a further simplified mesh with even fewer polygons. LOD 3Exports a mesh with progressively lower detail, useful for very distant or background objects. LOD 4Exports a highly simplified mesh, minimizing polygon count for maximum performance. LOD 5Exports an extremely low-detail mesh, suitable for extreme distance or preview purposes. LOD 6Exports the lowest possible detail mesh, retaining only the broadest features. |
| LOD Info | |
| Information | |