# Mesh Nodes

Mesh Nodes operate on 3D geometry created within Atlas workflows.

They handle **mesh generation**, **transformation**, **cleanup**, **optimization**, and **scene assembly**, ensuring that assets become production-ready and correctly scaled.&#x20;

### Image **→** 3D <a href="#image-to-3d" id="image-to-3d"></a>

The **Image** **→ 3D** node converts a single reference image into a **3D mesh**.

* Takes an **image input** and reconstructs a 3D model.
* Multiple **backends** are available (low-poly, high-detail, quad-based, triangle-based, stylized, realistic).
* Output quality varies based on backend.
* Use this node whenever you want to turn a concept art, render, or isolated product image into a mesh.

More details are provided in the **Image**->**3D** sub-section.

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### Fast Image **→** 3D <a href="#texture-mesh" id="texture-mesh"></a>

Rapidly generates a 3D reconstruction from a single 2D image in approximately 30 seconds.

* Prioritizes speed and rough volume, making it perfect for quick concept prototyping.
* Features options for PBR (Physically Based Rendering) support to include lighting information in the output.
* Backends: SAM3D or Hunyuan3D Rapid.
* Ideal for: Creating background assets or quickly visualizing 2D concepts in 3D space.

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### Image **→** 3D (With Fallback) <a href="#texture-mesh" id="texture-mesh"></a>

A production-oriented 3D generation node that attempts reconstruction using multiple AI backends sequentially.

* If the primary backend fails, the node automatically retries with secondary "fallback" models to ensure a result is always produced.
* Offers deep customization for quality, face limits, and PBR textures across up to 4 different backend attempts.
* Inputs: Input Image, Multiple Backend choices, Retry Count.
* Ideal for: Production pipelines where reliability and successful generation are critical.
* Ideal for UGC use cases where reliability is critical

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### Multi-View **→** 3D <a href="#texture-mesh" id="texture-mesh"></a>

Reconstructs a 3D mesh from a set of consistent images showing an object from different standardized angles.

* Provides significantly higher geometric accuracy and consistency than single-image generation.
* Accepts specific views (Front, Right, Left, Back, Top, Bottom) to build a comprehensive 3D volume.
* Backends: Includes industry leaders like Tripo v3.0 and Meshy v6.
* Ideal for: Creating high-fidelity 3D models from character sheets or multi-angle photographs.

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### Re-texture Mesh <a href="#texture-mesh" id="texture-mesh"></a>

The Re-t**exture Mesh** node regenerates or restyles the texture of an existing mesh.

* Input:
  * A **reference style image**
  * An **existing mesh**
* The resulting mesh receives a texture that matches the reference image.
* Ideal for creating **style variations** or re-texturing an asset.

Example: Change the style of the asset by using a new 2D concept as the texture reference.

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### Extract Texture Maps <a href="#auto-mesh-transform" id="auto-mesh-transform"></a>

Separates the visual components of a GLB mesh into individual PBR (Physically Based Rendering) texture files.

* Extracts the Base Color, Roughness, Metallic, and Normal maps as individual 2D images.
* Allows you to isolate and edit specific material properties (like making a surface shinier or adding bump detail) in 2D.
* Outputs: Base Color Image, Roughness Image, Metallic Image, Normal Map Image.

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### Apply Textures to Mesh <a href="#auto-mesh-transform" id="auto-mesh-transform"></a>

Replaces or assigns 2D texture images to the specific material slots of a 3D model.

* Takes a geometry-only or existing mesh and applies provided images to its UV-mapped surfaces.
* Allows for selective replacement; only the maps you provide (e.g., just the Base Color or just the Normal Map) will be updated.
* Inputs: Input Mesh, Base Color, Roughness, Metallic, Normal Map.
* Ideal for: Re-assembling a model after editing its texture maps in 2D.

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### Auto Transform Mesh <a href="#auto-mesh-transform" id="auto-mesh-transform"></a>

The **Auto Transform Mesh** node is one of the most essential post-processing tools.

It automatically:

* Applies **semantic world-scale correction**
* Adjusts **dimensions** based on object type
* Repositions the **origin**
* Prepares the asset for proper placement in a game engine, CAD tool, or Atlas pipeline

Use this node immediately after generating a model.

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### Mesh Multi-View Render

Captures standardized 2D snapshots of a 3D model from multiple specified camera angles.

* Uses yaw (horizontal) and pitch (vertical) coordinates to define exact rendering perspectives.
* Essential for creating character sheets or preparing views for texture re-projection workflows.
* Outputs: An array of images and the corresponding camera matrices used for the render.

Note: This is a specialized tool typically used in advanced multi-view pipelines.

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### Create Occlusions Mask

Generates UV-baked visibility maps that identify which surface areas are visible from specific camera views.

* Detects areas of the mesh that are hidden or shadowed, preventing textures from "smearing" onto unseen geometry.
* Crucial for high-quality texture projection where multiple 2D views must be blended seamlessly.
* Inputs: Input Mesh, Camera Matrices (from the Multi-View Render node).
* Outputs: An array of grayscale occlusion masks.

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### Project Multi-View Images to Mesh

Transfers color data from a set of 2D images back onto the 3D surface of a mesh using UV coordinates.

* Blends multiple perspectives together while using occlusion masks to ensure textures are only applied to visible surfaces.
* Includes "Softmax Sharpening" to control the clarity and transition between different projected views.
* Inputs: Mesh, Image Array, Camera Matrices, Occlusion Masks.

Ideal for: Texturing a 3D model using AI-generated or edited 2D reference images.

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### Reduce Polycount <a href="#reduce-polycount" id="reduce-polycount"></a>

Reduces the polygon count of a mesh.

* Input: desired polycount value
* Re-bakes textures automatically
* Useful for optimizing **AI-generated high-density meshes**

This is essential for performance-friendly assets.

### Optimize Mesh <a href="#remesh-model" id="remesh-model"></a>

Reconstructs the mesh topology and produces a cleaner, more manageable geometry structure.

Reduces or increases polygon count while maintaining the model’s overall shape.

* Topology options:
  * **Triangle** for most general uses.
  * **Quad** for modeling workflows.
* Input: target polygon count

This node is ideal for preparing AI-generated meshes that come in overly dense or irregular form.

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### Mesh BBox Fit <a href="#mesh-bbox-fit" id="mesh-bbox-fit"></a>

Scales a mesh **non-uniformly** so that its **world-space bounding box** exactly matches specified X, Y, Z dimensions.

* Input: target width, height, depth
* Output: scaled mesh with exact real-world bounding box

Useful for making an asset match required dimensions precisely.

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### Set Mesh Origin <a href="#mesh-origin-set" id="mesh-origin-set"></a>

Sets the mesh origin based on bounding-box parameters.

* Input: desired origin position (e.g., upper bound, bbox center)
* Output: repositioned mesh origin used for clean pivoting and placement

This is important for alignment, snapping, and scene assembly.

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### Text to Origin <a href="#text-to-origin" id="text-to-origin"></a>

Uses a **text instruction** to modify a mesh's origin.

Examples:

* “Set origin to bottom center”
* “Move pivot to the front face”
* “Place origin at the geometric center”

Helpful when precise manual origin adjustments are needed.

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### Rotate Mesh Towards Axis <a href="#mesh-rotate-towards-axis" id="mesh-rotate-towards-axis"></a>

Rotates the mesh around **(0, 0, 0)** so that it faces a selected axis.

* Supports presets such as:
  * Face −Y
  * Face +Y
  * Face −X / +X
  * Face −Z / +Z
* Assumes the input mesh initially faces **−Y**.

Ensures consistent orientation across generated assets.

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### Compose 3D Scene <a href="#make-simple-3d-scene" id="make-simple-3d-scene"></a>

Takes your generated meshes and arranges them into a **simple 3D scene** based on a text prompt.

* Input meshes + prompt
* Output: arranged layout with placement, rotation, spacing
* Useful for quick scene design or previews

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### Mask to Spline <a href="#mask-to-spline" id="mask-to-spline"></a>

Converts a **binary mask** into a spline.

* Requires input binary mask where your desired object is **white**.
* Outputs a spline based on the **largest connected white region**.
* Mask can be prepared via **Text+Image -> Image nodes** beforehand.

Used for shape extraction, outline-based modeling, or path generation.

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### Seperate Object Parts <a href="#omnipart" id="omnipart"></a>

Automatically segment a 3D mesh into individual parts based on geometric and semantic analysis.

* Uses AI to identify and detach discrete components (e.g., separating a character's clothing or a machine's parts) into a segmented GLB.
* The primary backend supports up to 30k faces, while a fallback handles denser meshes up to 1.5M faces.
* Inputs: Input Mesh, Backend Selection, Seed.
* Ideal for: Modifying or isolating specific pieces of a combined AI-generated model.

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### Rig Humanoid Mesh

Automatically generates a skeletal structure and skin weights for humanoid character models.

* Creates an armature that allows the character to be posed and animated.
* Requires the model to be in a standard pose (T-pose or A-pose) and calibrated for height in meters for accurate skeletal placement.
* Outputs: Rigged Mesh, plus preset "Walking" and "Running" previews for instant testing.

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### Animate Rigged Model

Applies motion data and specific animations to a previously rigged character mesh.

* Utilizes a massive library of preset actions ranging from daily movements to combat and dancing.
* Requires metadata from a compatible rigging node to correctly map animations to the skeleton.
* Inputs: Rigged Model Metadata, Animation Selection (e.g., Fighting, Dancing, WalkAndRun).
* Ideal for: Quickly bringing static characters to life for games or cinematics.

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### Omnipart <a href="#omnipart" id="omnipart"></a>

Segments an image and generates **separate mesh parts**.

* Outputs:
  * Segmentation map
  * Individual GLBs for each part
  * Optional merged mesh
* Ideal for breaking an asset into modules or components.

Perfect for kitbashing, modular asset workflows, or creating parametric components from a single image.

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