Lattice in Solid — Fills a Solid with a lattice: the cell, picked here or wired, is tiled over a box, cylinder or sphere grid or a wired cell grid, cells that cannot touch the Solid are skipped, and with Trim on the lattice is cut flush at its surface.
Skin — Gives a filled part a closed outer skin: a wall of the given thickness inside the part's surface, joined to the infill (rounded where Blend is above 0) and cut with the part, so the outside stays where the part's surface is.
Map Pattern — Tiles a flat beam pattern over a surface and returns its beams, with no thickness yet: projected onto a Solid from a plane, a cylinder or along a sweep, laid on a CAD face, or laid on a quad mesh.
Voronoi on Surface — Traces the borders between the Voronoi cells of seed points on a mesh surface — each border runs where two seeds are equally near — as a lattice that keeps its cells.
Voronoi Foam — Builds a lattice from the 3D Voronoi diagram of seed points: each seed owns the space closer to it than to any other seed, and the edges between those regions become beams.
Beams to Lattice — Builds a lattice from a list of beams, such as the beams a filter kept.
Fillet Beam Joints — Rounds the joints of a lattice: beams that share a vertex are filleted with the radius Blend radius takes at that vertex, in the chosen profile.
Join Graphs — Combines a list of lattices or meshes into one of that kind.
Lines to Graph — Joins line segments into beams with no thickness yet.
Prune Beams — Keeps or removes the beams of a lattice that pass one test: their length, thickness or angle to a plane compared with a value, a list with one value per beam, how their ends connect, whether they lie in a region, or whether they are attached.
Cell Grid in Solid — Lays a grid of cells over the whole of a Solid, on a box, a cylinder or a sphere.
Cell Grid on Surface — Builds a grid of cells that follows a surface: on a CAD face, stacking layers along its normal; between two CAD faces, blending from one to the other; or on a quad mesh, one column of cells per quad.