Creates a uniform primitive variable of integer indices indicating which connected segment each face belongs to. May create segments based on what is connected in the mesh’s topology, or based on an indexed primitive variable ( for example, you may segment based on which faces share UVs in order to segment into UV islands ).


Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.


The processed output scene.


The on/off state of the node. When it is off, the node outputs the input scene unchanged.


The input scene


The filter used to control which parts of the scene are processed. A Filter node should be connected here.


The name of the primitive variable which will determine the segmentation. You may specify an empty string, or any vertex primitive variable to use the vertex topology to determine segments, or use an indexed face-varying primitive variable - this will segment based on which face-vertices are connected ( for example, using indexed UVs will produce UV islands ). Uniform and constant primitive variables are also supported for consistency, but they just output which faces have the same uniform value, or put all faces in one segment.


The name of the uniform primitive variable which will be created to hold the segment index for each face.