Breaks the mesh on input 0 into Voronoi cells around the points on input 1, with rounded or sharp cell edges.
Every point on input 1 owns the part of the mesh that is closer to it than to any other point. CELLS gives one piece per point, ready to fall apart or to be exploded with a transform per piece. WALLS keeps only the walls between the pieces, a honeycomb or foam of the mesh. STRUTS keeps round struts along the edges where the pieces meet, a lattice of the mesh, with smooth joints.
**`smoothness` goes from hard to organic.** At 0 the cells are flat-faced polyhedra with sharp edges. Raise it and every edge and corner of a cell is rounded with that radius, until the pieces look like pebbles. The outside of the mesh is never rounded: only the faces the cells cut are.
Every face carries the `CELL_ID` attribute, the index of the point whose cell it belongs to, and the faces cut inside the mesh are in the `cut` group, so geo/Material can give the inside of the pieces its own material.
Points spread evenly give even cells: geo/Scatter with POISSON_DISK, or geo/PointRelax after a scatter. The mesh should be closed, since its inside is found by flooding the space around it. `voxel size` is the resolution: a cell or a wall thinner than a voxel is lost, and halving it costs about eight times the time.
Scenes you can open in the editor that teach this node.
This page is generated from the engine, so it describes the release you can download. The same text
is in the editor's Help panel next to the node itself.