# MeshFacesPoints *in [Lib.mesh.modify](README.md)* Create points at the center, corners or edges of the mesh's faces. The size of each of the faces defines the size of the points and FX1 as the W attribute gets the radius. In center mode uses the "Inscribed Circle Center". Useful combinations [LoadObj] and [DrawPoints] and more. Similar Operators: To create a point at each vertex of the connected mesh [MeshVerticesToPoints] can be used. To get evenly distributed points on a mesh [PointsOnMesh] can be used. ## Input Parameters | Name (Relevancy & Type) | Description | |---|---| | **InputMesh** (MeshBuffers) | Mesh input via [LoadObj] for example | | **Mode** (Int32) | Defines the output mode. This directly effects the resulting point count, e.g. Loop mode results in FaceCount × 5 points because of an added separator.

Corners is because identical to [MeshVerticesToPoints]. | | **ScaleUniform** (Single) | — | | **Stretch** (Vector3) | — | | **ScaleWithFaceArea** (Boolean) | — | | **OffsetScale** (Single) | This can be useful to "inset" edge loops.
| | **Fx1** (Single) | Scales the W / size of the points. | | **Fx2** (Single) | — | | **Color** (Vector4) | Defines the color of the points | | **Texture** (Texture2D) | — | | **OffsetByTBN** (Vector3) | Moves the points along one of the axes of the normal | | **Orientation** (Int32) | UseUpVector will look more consistent in most scenarios.
TBN (Tangent, BiTagent and Normal) will be more precise a expecially for instanciating more content at the points. | ## Outputs | Name | Type | |---|---| | **OutBuffer** | T3.Core.DataTypes.BufferWithViews |