Value > MAXWrapper > Node > GeometryClass > Mesher |
The Mesher compound object converts procedural objects to mesh objects on a per-frame basis so that you can apply modifiers such as Bend or UVW Map.
It can be used with any type of object, but is designed primarily to work with particle systems.
Mesher is also useful for low-overhead instancing of objects with complex modifier stacks.
Click this button and then select the object to be instanced by the Mesher object.
After doing so, the name of the instanced object appears on the button.
When on, the Mesher mesh does not appear in the viewports, but only when you render the scene. Default=off.
The number of frames ahead of or behind the original particle system that the Mesher's particle system will run. Default=0.
The size of the default Mesher icon when no source geometry has been picked.
When on, Mesher replaces the dynamic bounding box derived from the particle system and modifier with a static bounding box of the user's choice.
<Mesher>.boundsMin Point3 default: [1,1,1] -- point3; BoundsA <Mesher>.boundsMax Point3 default: [-1,-1,-1] -- point3; BoundsB
The coordinates of the opposite corners of the custom bounding box.
When set to true , all Particle Flow events will be used. When false, only events on the .pfEventList will be used.
When useAllPFEvents is set to false , only the Particle Flow events specified in this property will be used.