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Model Trim Sheet Apply

model_trim_sheet_apply

Remaps each named mesh region into an explicit trim-sheet rectangle without editing vertices by hand.

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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。
テクスチャレイアウト
texture_layout
TextureLayout
2D素材作成に使う自動UVと名前付き領域です。

Parameters

NameTypeDefaultRangeDescription / Options
アトラス幅
atlas_width
Int
641–8192

アトラス高さ
atlas_height
Int
641–8192

余白
padding
Int
10–64

領域矩形JSON
assignments_json
Text
{"version":1,"assignments":{"top":[1,1,14,14],"side":[17,1,30,14],"bottom":[49,1,14,14]}}

領域名から内側ピクセル矩形[x,y,width,height]へのJSONマップです。

Overview

Remaps named model regions to a trim sheet—rectangles on one shared texture. It implements the common game-3D technique of sharing one texture among several models and assigning strip-shaped rectangles to individual parts, without editing vertices.

Usage tips

  • Region Rectangles uses a table editor with suggestions from the connected Texture Layout. Edit each region's inner X/Y/W/H rectangle there. Out-of-bounds padding and overlapping padded rectangles are reported immediately; invalid JSON opens a multiline recovery field.
  • The output Texture Layout preserves the input texel_density; applying a trim sheet never silently resets the target to 16.
  • Use it when several models should share one texture. Combine the walls, roofs, and trim for a building set on one sheet, then map each model region to its matching rectangle.
  • After assignment, use model_texel_density_check to look for density inconsistencies.
  • For a self-contained single model, automatic UVs plus model_set_material are usually sufficient.

Related nodes

  • model_set_material — assigns the material itself
  • model_texel_density_check — checks the result after assignment
  • texture_layout_dilate — prevents bleeding on the sheet
  • model_gltf_export — exports the model with its shared sheet
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Model Trim Sheet Apply — PixPipeline Node Reference