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Model Texel Density Check

model_texel_density_check

Measures effective texels per world unit and reports regions outside the requested tolerance.

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
モデル
model
Model
Required
メッシュブーリアンを行わず組み立てるポリゴンモデルです。
テクスチャレイアウト
layout
TextureLayout
Required
モデル内の1メッシュに対応するレイアウトです。

Output Ports

NameTypeDescription
モデル
model
Model
組み立てたゲーム向けポリゴンモデルです。
密度レポート
report
Text
検証結果の読みやすいレポートです。
許容範囲内
within_tolerance
Bool
全三角形が許容範囲内ならtrueです。

Parameters

NameTypeDefaultRangeDescription / Options
比較対象
target_mode
Enum
BoundMaterial

各領域を割り当て素材の密度、または共通の明示値と比較します。

  • BoundMaterialBoundMaterial
  • ExplicitExplicit
目標密度
target_density
Float
160.01–4096 / step 1

Explicitモードで使う1ワールド単位あたりの目標テクセル数です。

許容差
tolerance_percent
Float
250–500 / step 1

目標から許容する差の割合です。

Overview

Checks a model's texel density—the number of texture pixels per world unit. With pixel-art textures, inconsistent density is immediately visible as pixels that appear different sizes on different parts, so this node detects that break in visual consistency.

Usage tips

  • Target = BoundMaterial (the default) compares every part region against the texel_density of its bound PBR material. Only unbound regions fall back to the Texture Layout density. Choose Explicit to check everything against one value.
  • Measurement uses each part's final world transform, including its parent hierarchy, rather than raw mesh coordinates. Two differently scaled parts sharing one mesh are therefore measured separately.
  • Warning examples identify the exact Part ID:region#triangle.
  • Use it as a quality check before export. If a region falls outside the allowed range, adjust its UVs (including trim-sheet assignment) or the texture resolution.
  • It is especially useful for models assembled from multiple parts. Automatic UVs on a single primitive rarely cause problems.
  • This node performs inspection only and does not modify the model.

Related nodes

  • model_trim_sheet_apply — the main way to correct density
  • model_set_material — adjusts the texture-resolution side
  • model_render — final visual review
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Model Texel Density Check — PixPipeline Node Reference