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Mesh Fill

simulations/mesh-fill·v1.3.0
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Mesh Fill is a GPU-accelerated simulation that drives particles to move through mesh volumes or surfaces using a density-guided algorithm. The simulation guides particles through density fields generated from input geometry, creating organic movement patterns as particles navigate the space.

Supports both mesh-based and volume-based inputs with automatic voxelization for mesh geometry. You can control whether particles move through the entire interior volume or along the surface boundary, with adjustable radius controlling movement constraints. Filtering parameters allow smoothing of the velocity field for more uniform or organic particle motion. The Seed page controls optional particle spawning from density regions when enabled.

Mesh Fill outputs the moving point cloud and optionally generates trail geometry showing particle movement paths through the volume. The trails visualize the exploration patterns as particles navigate the density field over time. The simulation includes standard playback controls (initialize, start, play) for controlling the fill progression. This makes Mesh Fill ideal for creating organic growth animations, volumetric exploration effects, particle flow visualizations, or animated particle-based mesh representations.

PAGEMesh Fill
Switch to Volume InputSwitchtovolUse 3D texture input instead of mesh geometry for density field.
Display BoundsDisplayboundsVisualize the voxelization volume bounds as a bounding box.
Max Axis ResolutionMaxaxisresVoxel grid resolution for mesh-to-volume conversion (higher = more detail).
Normalize Input MeshNormalizeinputmeshScale input mesh to unit size before voxelization.
MarginMarginAdditional padding around the geometry bounds.
Get BoundsGetboundsAutomatically calculate bounds from input geometry.
Fill Surface OnlyFillsurfaceRestricts particles to surface boundary instead of filling entire volume.
RadiusRadiusParticle spacing radius controlling packing density (smaller = tighter packing).
PAGELookup
Filter SizeSizeBlur kernel size for density field smoothing.
PAGEMesh Fill
Filter ScaleFilterscaleMultiplier for density field filtering iterations.
Continuous SimulationContinuoussimEnables continuous simulation mode where particles keep moving after initial fill completes.
RetentionRetentionAmount of density retained between frames during continuous simulation.
Stop ThresholdStopthresholdDensity threshold below which the simulation stops filling.
Time StepTimestepControls simulation speed per frame (higher values = faster filling).
InitializeInitializepulsePulse to reset simulation and prepare density field.
StartStartpulsePulse to begin filling simulation from initialized state.
PlayPlayToggle continuous simulation playback.
PAGESeed
Spawn From DensitySpawnEnables spawning new particles from density field during simulation.
Seed CountSeedcountNumber of seed particles to spawn per frame when spawning enabled.
SeedSeedRandom seed for particle spawn positions.
Max AttemptsMaxattemptsMaximum spawn position attempts before giving up (prevents infinite loops).
PAGETrails
Enable TrailsEnabletrailsEnables trail geometry generation showing particle movement paths.
LengthLengthMaximum trail length in frames (history buffer size).
Filter TypeFiltertypeSmoothing filter for trail curve (gaussian, catmull-rom, etc.).
Edge DistanceFilterdistDistance metric for edge filtering along trail curves.
EffectEffectSmoothing effect strength (0 = no smoothing, 1 = full effect).
End Points FixedEndpointsfixedPrevents smoothing from moving trail endpoints.
PAGELookup
Lookup TrailsLookuptrailsSamples the trails texture onto input geometry.
Apply BlurApplyblurtrailsApplies blur filtering to the trails texture before sampling.
Pre-ShrinkPreshrinktrialsResolution reduction before applying blur for trails texture.
Filter SizeSizetrialsBlur kernel size for trails texture smoothing.
PAGELookup
Lookup Filled VolumeLookupfilledvolSamples the filled volume texture onto input geometry.
Output InvertedOutputinvertedAlso outputs the inverted filled volume texture.
Apply BlurApplyblurvolApplies blur filtering to the filled volume texture before sampling.
Pre-ShrinkPreshrinkvolResolution reduction before applying blur for filled volume texture.
Filter SizeSizevolBlur kernel size for filled volume texture smoothing.
PAGELookup
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP Mesh to Fill
Input 1 TOP Volume to Fill
Input 2 POP Seed
Output 0 TOP Trails
Output 1 TOP Filled Volume
Output 2 TOP Inverted Filled Volume
Output 3 TOP Velocity
Output 4 TOP Volume
Output 5 POP Seed
Output 6 POP Trails
Output 7 POP Mesh