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
| Parameter | Description |
|---|---|
Label | The display name for the node. |
Group | Subset of the input geometry to split. Supports patterns. |
Mode | The triangulation method. Use Max Area to automatically subdivide shapes. |
Resample | Spacing to sample points along curved boundaries. |
Max area | Automatically subdivides triangles larger than this area. Lower value produce densier geometry. 0 disables subdivision. |
Internal points | Adds random points inside the shape to break up large triangles and create a denser, sometimes more even mesh. |
Seed | Random seed for the auto scatter placement. |
Wireframe | Toggles wireframe visualization. |
Line color | Color of the triangulation wireframe. |
Line width | Thickness of the triangulation lines. |
Output group | Creates 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 of0disables 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 generatesNrandom 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.