Geometry & 3D node
Geometry Decimate
The downsampler — Subdivide's opposite. Vertices snap to a grid of Cell Size, every occupied cell becomes one vertex, and collapsed triangles vanish: bigger cells, fewer triangles, honestly. Built for collision proxies: cable the SAME geometry through a Decimate into a Particle Collider and particles bounce off a mesh a tenth the cost, refitting its acceleration structure in a fraction of the time — while the render keeps full detail. Smooth recomputes normals; off keeps the crunchy low-poly look, which is a style of its own.
Inputs
| Port | Type | Default |
|---|---|---|
| GeometryThe mesh to downsample. The source is untouched — run the render at full detail and cable this decimated twin into the Particle Collider. | structure | — |
| Cell SizeThe clustering grid, in scene units: every occupied cell becomes ONE vertex. Bigger cells, fewer triangles — 0.05 is a gentle trim, 0.2 a hard crunch. | float | 0.08 |
| SmoothRecompute normals after clustering. Off keeps the crunchy low-poly facets — a look of its own. | bool | true |
Outputs
| Port | Type |
|---|---|
| GeometryThe mesh to downsample. The source is untouched — run the render at full detail and cable this decimated twin into the Particle Collider. | structure |
| Vertex Count | int |
| Triangle Count | int |
How It Works
Geometry Decimate is the downsampler — Subdivide's opposite. Vertices snap to a grid of Cell Size, every occupied cell becomes one vertex, and collapsed triangles vanish. Bigger cells, fewer triangles, honestly.
It was built for collision proxies: cable the same geometry through a Decimate into a Particle Collider and particles bounce off a mesh a tenth the cost, refitting its acceleration structure in a fraction of the time — while the render keeps full detail.
Smooth recomputes normals; off keeps the crunchy low-poly look, which is a style of its own.
Use Cases
- Cheap collision — Full detail to the Mesh, a decimated twin to the Collider.
- Animated colliders — An animated mesh re-fits its acceleration structure every frame; a decimated one does it far faster.
- Low-poly styling — Smooth off and a detailed model becomes a faceted sculpture.
- Lighten an import — Model files are often far denser than a real-time scene needs.
- Proxy for sampling — Point scattering over a simplified surface.
Tips
- Cell Size is in Grafit units. Start around a twentieth of the object's size and adjust by watching the triangle count.
- The grid-snapping approach is fast and predictable, but it does not preserve silhouettes as carefully as a quadric decimator would — check the outline.
- Particle Collider's own Collision Quality (Full / Half / Quarter) does the same thing internally; this node is the explicit version.
- Smooth off is often the better look on an already-decimated mesh — half-smooth reads as a mistake.
Open Geometry Decimate in the interactive catalog →
Geometry Decimate is one of 381 nodes in Grafit Pro.
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