The modifier stack
Stack non-destructive geometry modifiers — shading, weld, decimate, and fit-to-bounds — reorder and toggle them over a live preview, then apply the stack to bake, with skinned-mesh guards throughout.
The Mods tab holds a per-mesh, non-destructive modifier stack. Each modifier recomputes a live preview from the mesh's pristine imported geometry, so toggling, reordering, or removing one always recomputes from scratch — nothing is baked until you say so. Modifiers apply to Mesh nodes only (Add is inert on groups and bones).
The four modifiers#
| Modifier | Tag | What it does | Default params |
|---|---|---|---|
| Shading | SHADE | Recomputes normals: smooth (weld by position, one shared normal per vertex), flat (split every triangle to its own vertices for a faceted look), or auto (crease across edges below an angle). | mode: auto, angle: 30 |
| Weld by distance | WELD | Merges vertices closer than a distance into one, indexing the result and recomputing normals (seam welding). | distance: 0.001 m |
| Decimate | DECIM | Reduces triangle/vertex count by grid vertex-clustering. Simple and honest — position + recomputed normals only; it drops UVs, vertex colors, and skin weights. ratio is the approximate fraction of vertices to keep. | ratio: 0.5 |
| Fit to bounds | FIT | Uniformly scales the geometry so its largest bounding-box dimension equals a target size. | size: 1 m |
The original geometry is retained while you work, so changing or disabling a modifier rebuilds the preview from the source mesh.
Working with the stack#
- Add modifier opens a menu of the four types; a new modifier lands at the default params, enabled and expanded.
- Reorder with the ▲ / ▼ buttons — the stack applies top to bottom over the source geometry.
- Toggle the dot to disable a modifier without removing it (a disabled modifier stays on the stack, skipped in the preview).
- Expand a row to edit its params; changes re-preview live.
- Remove with ✕.
Guards#
Some modifiers are disabled when they would discard data the mesh needs. The row shows the reason and is skipped in the preview:
- Weld is disabled on skinned meshes — welding vertices corrupts skin weights.
- Decimate is disabled on skinned meshes (it drops skin weights) and blocked on vertex-colored non-indexed geometry (vertex colors can't be preserved).
Shading and fit-to-bounds are safe on skinned meshes.
Apply stack (bake)#
Apply stack (bake) freezes the current preview as a new geometry generation and clears the stack — one undo step. The button is disabled when no enabled modifier actually applies (for example, an all-guarded stack).
Like a transform bake, the baked result lasts for the current session but is not restored from an editor project file. If you save before applying the stack, the still-editable stack can be restored and previewed again when you reopen the project. If you apply it, export a GLB before closing to keep the baked geometry. See Studio file formats.
Next#
Ship the result with the glTF-Transform pass in Optimizing & exporting GLBs.
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