z_VDB_INTERNAL_FILL
mesh to vdb to mesh , combines multiple lower res vdb's that are eroded to fill in the internal spaces
z_VOXEL_AUTOSIZE
- auto voxel resolution for target polycount , safely lowers resolution on large objects
z_EDGEGROUP_BY_UV_AXIS
- edgegroup based on axis of uvs , useful for polybeveling specific edges procedurally
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z_SHRINKWRAP_VORONOI_CLUSTERS
- similar to convex decomposition , cuts mesh into pieces via voronoi , shrinkwraps those pieces . useful for rocky shapes
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z_REVERSE_BY_N_UP
- attempts to fix reversed facing ( backfacing ) normals on subobjects for an overhead camera
- useful for fixing exports from some levels that mirrored assets with negative scaling
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z_POLYREDUCE_GRADIENT_QUADS
- polyreduce setup with gradient retention to keep mostly quads , with secondary reduction
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z_REMESH_RAY_SPHERE
remesh using sphere around object , iteratively raycast and smooth to approximate shape
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z_TUBE_MESH_BETWEEN_TO_CIRCLES
input 2 circles , create a cyllinder between them
z_POLYBEVEL_SAFE
polybevel with fix for exploding points
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