AnimGraphLab Alpha
Nodes Triangulate

Parameters

Select a node to edit its parameters.

Triangulate node decomposes complex shapes into a mesh of simpler polygons, usually triangles. This is useful for creating effect like “low-poly” look.

It supports standard Delaunay triangulation as well as convex partitioning and centroid-based tessellation.

Parameters

ParameterDescription
LabelThe display name for the node.
GroupSubset of the input geometry to split. Supports patterns.
ModeThe triangulation method. Use Max Area to automatically subdivide shapes.
ResampleSpacing to sample points along curved boundaries.
Max areaAutomatically subdivides triangles larger than this area. Lower value produce densier geometry. 0 disables subdivision.
Internal pointsAdds random points inside the shape to break up large triangles and create a denser, sometimes more even mesh.
SeedRandom seed for the auto scatter placement.
WireframeToggles wireframe visualization.
Line colorColor of the triangulation wireframe.
Line widthThickness of the triangulation lines.
Output groupCreates a group for shapes generated by internal points that comes from a second input.

Modes

  • Delaunay: standard triangulation algorithm that maximizes the minimum angle of all the angles of the triangles in the triangulation. It avoids “sliver” triangles.
  • Convex polygons: decomposes shape into larger convex polygons instead of triangles where possible. Results in cleaner, blockier looks.
  • Tessellation: similar to Delaunay but often produces a denser, more regular mesh.
  • Centroid net: connects the centroids of triangles, creating a dual-mesh style effect often resembling Voronoi cells.

Refinement

You can control the density and quality of the resulting mesh using these settings.

  • Max area: subdivides any triangle larger than this value. Lower values create a much denser mesh with more uniform triangle sizes. Value of 0 disables subdivision.
  • Resample: before triangulation, the boundary of shape is sampled into points. This controls the distance between those boundary points. Smaller values capture more curve detail but increase the point/polygon count.

Internal points

By default, triangulation connects the points on the boundary of a shape. To create structure inside the shape, you need internal points.

  • Auto scatter (Internal points): automatically generates N random points inside the shape before triangulating. This can be used to art direct where triangluation will happen.
  • Steiner points Input: optional secondary input that accepts a point cloud (for example from Scatter node). These points will be included in the triangulation, allowing precise control over vertex placement.

Visualization

  • Show lines: renders the wireframe of the mesh on top of the shapes.
  • Line color / width: styling for the wireframe overlay.

Tip: To render only wireframe, turn off/remove fill color on original shape node upstream.

See also