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Mesh generators and splats

These sources complement Object loader (the current Geometry Loader) and Asset Loader. Geometry sources can feed Model display directly or enter the scene path through PBR Mesh; see Instancing and materials.

Primitive

The registered primitive generators are Plane, Cube, Sphere, Icosahedron, Cylinder, Cone and Torus. They emit Geometry and provide Position, Rotation and Scale controls.

Process Shape controls
Plane H divs. and V divs. control the grid density.
Cube Transform controls place and scale the box.
Sphere Subdivisions controls tessellation.
Icosahedron Transform controls place and scale the polyhedron.
Cylinder Slices and Stacks control tessellation.
Cone Subdivisions, R1, R2 and Height control the cone/frustum.
Torus R1 and R2 set radii; H Divisions controls tessellation.

Start with modest tessellation. More vertices increase deformation, upload and rendering costs. Use PBR Mesh to add a material and scene membership; a primitive alone is geometry, not a complete lit scene.

Mesh Noise

Deform incoming Geometry, with separate Deformation X/Y/Z choices and Intensity X/Y/Z controls. It emits modified Geometry. Use it for procedural displacement of an existing mesh; it does not replace a topology-aware modeling tool. A subdivided source gives displacement more vertices to work with.

Voxel loader

Load a MagicaVoxel .vox file through Voxel file. Mode selects Point Cloud, Mesh (Simple) or Mesh (Greedy). Point Cloud represents occupied voxels as points; the mesh modes create faces, with greedy meshing combining compatible faces. Position, Rotation and Scale place the Geometry output.

Dragging a .vox file creates this geometry loader, not Asset Loader. Use Model Display’s point mode for the point-cloud representation, or triangle mode for a mesh.

Splat loader

Load a Gaussian-splat PLY asset through 3DGS PLY file, producing an Output buffer. This is a specialized 3DGS loader: an ordinary polygon PLY mesh is not interchangeable with a Gaussian-splat dataset.

Connect the buffer to Splat for the dedicated viewer path. This differs from Asset Loader’s scene-based .ply, .splat and .spz path; those scene representations need a compatible scene/render-pipeline workflow.

Splat

The Splat process renders Gaussian-splat buffer data to a texture. It provides object Position, Rotation, Scale, Camera position, Camera direction, FOV, Near/Far and a Camera projection selector. Send its texture output to a window or post-processing chain.

Splat loader → Splat → texture output

Do not use Model Display as a drop-in splat renderer: a splat’s covariance, opacity and color data require the appropriate splat rendering path. For binary .splat and compressed .spz import, see Asset Loader, including its format-version limitations.

Other geometry sources