z_VORONOI_FRACTURE_GRADIENT_OFFSET
- voronoi fractures then offsets clusters by multiple world space gradients .
- useful for rock and cliff forms .
z_DEFORM_BY_AXIS
- bounding box ramp deformation , setup to allow multiple axis ramps
- useful for procedural relative deformations
z_NOISE_DISPLACE_MASKED
- 3d noise ramp creates a mask modulating the displacement of mesh by a second 3d noise
- useful for hi poly mesh surfacing
z_MESH_CHIP_CRACK
- boolean subtract chipping and crack meshes onto the surface based on curvature and fit projecting the crack meshes .
z_MESH_WRAP_DEFORM_BY_UV
- deform mesh to another mesh by using the flattened UVs , useful to wrap a pattern around another
z_MESH_SURFACE_SIMPLE_REMESH
- ray projects a grid unto the input geo and remeshes then reduces .
- helpful for fixing chaotic geo and non manifold errors .
z_PLANARIZE_MULTIPLE_SURFACES
- input mesh surface is segmented by avg n and flattened from multiple directions . useful to randomly planarize from different angles for rock meshes
z_CONFORM_INTERSECTING_LERP
- input mesh is conformed around a given colllision object if is intersecting
z_STAMP_FOREACH_PIECE
- randomized boolean of one mesh on to the surface of variants .
- useful for cutting runes , designs , cracks into bricks
z_SPLIT_CLIP_CREVISE
separate the input into two outputs with an indent along the separation , useful separating environment shell into terraced layers
z_CUT_INTERSECT_DARKEN
darken a surface from the intersections of other objects , with option to boolean those cuts in
z_DEFORM_BY_HELIX
deform the input mesh by a helix fit to the object bounds
z_MESH_SUBTRACT_COLLAPSE_END
simple boolean subtract with option to collapse . useful for quick edits in ue4
z_MESH_SLICER_SAVE
- separates large meshes into worldspace grid sections of specific size and exports them to fbx