SolidlyDocs
Editing

Geometry operations

The Resources tab carries operations that act on geometry rather than on the scene graph. They are reached from the menu on a mesh, geometry, or primitive row.

Geometry operations are available for glTF, GLB, and OBJ, with a subset for FBX.

Splitting

A mesh that holds several primitives, or an OBJ mesh that holds several element groups, can be broken apart so that each piece becomes a node of its own and can be transformed, hidden, or assigned a material independently.

CommandWhereEffect
Split Into NodesA glTF primitive, or an FBX geometryThat primitive becomes its own node
Split Elements Into NodesAn OBJ mesh with several primitivesEach element group becomes its own node
Split Into ObjectsAn OBJ primitiveThe primitive becomes its own object

Faces and normals

CommandScopeEffect
Flip FacesOne primitiveReverses the winding order, which turns the surface inside out
Flip All FacesA whole meshThe same, across every primitive
Recompute NormalsOne primitiveRecalculates vertex normals from the geometry
Recompute All NormalsA whole meshThe same, across every primitive

Flipping faces is the fix for a model that renders inside out. The Face Orientation visualizer shows which faces are affected: red on the outside of a closed surface means the winding is reversed.

Tangents

Normal mapping requires tangents. A primitive that has normals and texture coordinates but no tangents can generate them:

CommandScope
Generate TangentsOne primitive
Generate All TangentsA whole mesh
Regenerate TangentsA primitive that already has them

The command is disabled for a primitive that lacks normals or texture coordinates, since neither can be inferred. The Tangents visualizer marks primitives without tangents in magenta.

Texture coordinates

Generate Texcoords computes a UV unwrap for a primitive that has none, which is what allows a texture to be applied to it at all. The command is disabled on a primitive that already has texture coordinates.

Unwrapping is expensive on a dense mesh, so it runs in the background and the model cannot be edited again until it finishes. Check the result with the UV Checker visualizer: the checker pattern should stay square and evenly sized across the surface.

Making a shared resource unique

A mesh, camera, or light referenced by several nodes can be made unique to the selected node from that node's card in the Node tab. This is the step to take before editing a resource that several nodes share when the change should apply to only one of them.