Documentation

Geometry is a Beta procedural VFX geometry toolset inside Material projects. It is not a separate project type, a Blender replacement, or a general mesh modeling suite.

Basic workflow

A typical graph is:

Mesh Input → field or mask → deformation → Asset Output

Mesh Input provides a selected MeshPart. Field nodes such as Position Gradient, Noise Field, Normal Direction, Curvature, Constant Field, and the Field Math nodes create weights. Wave, Displace, Bend, Twist, Taper, and Smooth use those weights to change vertex positions. Asset Output is the terminal for preview and export.

Geometry fields are evaluated on the mesh and can be combined, clamped, remapped, or inverted. Connect Time to the optional Time input of supported nodes when the deformation should follow the project timeline.

Preview and animation

Geometry uses the shared Preview DockWidget with a 3D ViewportFrame/WorldModel. The existing Play, Stop, step, and Loop transport applies to the geometry preview. A Material graph exposes the timeline when it contains Geometry, so mesh deformation and surface maps can be inspected together.

The toolset changes vertex positions while preserving the authored topology. It does not provide arbitrary topology editing, sculpting, retopology, UV unwrapping, or a general-purpose modeling workflow.

Export

The Geometry export panel provides:

  • Static Mesh — Bake Static Mesh — RECOMMENDED: the best runtime performance path.
  • Procedural Animated Mesh — Export Animated Mesh — EXPERIMENTAL: for lightweight runtime VFX.

Use Asset Output to combine the final Geometry with an optional Material surface. Geometry runtime export is intentionally limited to supported procedural paths; unsupported graph content must not be treated as a general runtime mesh authoring feature.

Beta expectations

Treat Geometry as a focused procedural VFX extension. Keep graphs lightweight, test the result in the intended runtime context, and expect the export and runtime surface to evolve while the feature is Beta.