Resample

Resample 2D paths to a target anchor count or spacing, or decimate 3D meshes.

What it does

Resample redistributes the anchors on a 2D shape, or thins out the triangles of a 3D mesh. Which one happens depends entirely on what is plugged into Input. A shape has its path anchors rewritten in place: fill, stroke, and every other shape property stay as they were, and only the anchor positions and count change. A mesh is decimated instead, collapsing edges to hit a target polygon budget while trying to keep the silhouette intact.

On shapes, three modes control anchor placement: a fixed Count, a fixed spacing Length along the path, or an Adaptive mode that packs more anchors into tight curves and fewer into straight runs.

When to use it

ParameterTypeDefault
inputOneOf([CollectionOf(Crc), CollectionOf(Geometry)])
modeString"Count"
countNumber32
lengthNumber10
min_lengthNumber2
max_lengthNumber20
curvature_scaleNumber1
corners_onlyBooleanfalse
ratioNumber0.500
preserve_boundariesBooleantrue
preserve_seamsBooleantrue
max_normal_deviationNumber45
strengthNumber1

Gotchas

On mesh decimation the strongest lever today is Max Normal Deviation, which caps how far a collapse may change a face's normal and is what keeps the silhouette from collapsing along with the geometry. Ratio, Preserve Boundaries, and Preserve Seams are present for finer control but are not yet fully wired into the decimator, so do not rely on them to protect specific edges.

Resample reads what is connected to Input, not the Mode dropdown, to decide between redistributing shape anchors and decimating a mesh. Mode, Count, Length, and the Adaptive controls only apply, and only appear, when a shape is connected.

Polyline Output zeroes the curve handles on every anchor, turning a smooth bezier shape into hard straight segments: a faceted, low-poly look, or preparation for an operation that expects straight edges.

Worked example

  1. Add a Resample and wire a traced or imported shape into Input.

  2. Leave Mode on Count and set it to the exact number of anchors you need. 32 is a good starting point for a smooth curve.

  3. Switch to Adaptive if the shape has both tight curves and long straight runs, and raise Curvature Scale until the curves hold their shape.

  4. Enable Polyline Output for hard corners instead of smooth curves.

  5. To decimate a mesh instead, wire a Geometry output into Input and lower Ratio to keep only the fraction of triangles you need.

See also

Stroke · Separate · Geometry (meshes)