How Vertex Types Affect the Mapped Mesh

The vertex type affects the shape of the face mesh in the vicinity of the vertex. A vertex can be end, side, or corner based on the number of face mesh lines that intersect the vertex, and the angle between the edges immediately adjacent to the vertex.

Vertex types are specific to the faces upon which they are set. A vertex can only have a single vertex type for a face. If a vertex is associated with multiple faces, it can possess a different type for each face. For example, a vertex could have a side type with respect to one face, and an end type with respect to another face, as long as two separate mapped mesh controls are defined for the two faces.

The following table describes the different vertex types and how they affect the mapped mesh:

Vertex Type Intersecting Mesh Lines Range of Angles Between Edges Description

End Vertex

(E, purple)

0 0° - 135°

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Creates the mapped mesh such that only two mesh element edges intersect at the vertex. The vertex is attached to one quad element on the mapped face. As a result, the mapped and sub-mapped face mesh patterns on both sides of the End vertex terminate at the edges adjacent to the vertex.

Assigning the End vertex type to a vertex whose adjacent edges form an angle greater than 180° will likely result in mesh failure.

Side Vertex

(S, red)

1

136° - 179° (faces with only 4 vertices and 4 edges)

136° - 224° (all other faces)

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Creates the mapped mesh such that three mesh element edges intersect at the vertex. The vertex is attached to two quad elements on the mapped face. The two topological edges that are adjacent to the vertex are treated as a single edge for the purposes of meshing.

Corner Vertex

(C green)

2 225° - 314°

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Creates the mapped mesh such that four mesh element edges intersect at the vertex. The vertex is attached to three quad elements on the mapped face.

Assigning the Corner vertex type to a vertex whose adjacent edges form an angle less than 180° will create an unnecessarily bad quality mesh (although the mesh will be valid).

Reset Vertex type.

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Resets the selected vertex to its default type.