How many points should a technical background mesh use to avoid competing with UI controls?
Between 20 and 40 points is usually enough for a discreet background texture on the default 720 by 420 canvas: above that, the mesh gains enough density to read as composition rather than texture, competing for attention with foreground controls.
Why use low jitter instead of the default 30% for a technical mesh?
Because low jitter pulls points toward a more regular distribution, which reads visually as a grid or blueprint rather than an organic composition. The 30% default jitter, better suited to heroes and posters, produces a more irregular mesh that draws more attention, the opposite of a technical background texture's job.
Does the circumcircle property still hold with few points and low jitter?
Yes, it holds regardless of density or jitter: no point in the set may fall inside the circumcircle of any triangle in the mesh, which keeps preventing thin, elongated triangles even in a sparse 20-to-40-point mesh.
Is a 32-point mesh light enough to load behind a data-heavy dashboard?
Yes: the verified 32-point mesh (seed "mesh") produces about 8.6 KB of SVG, lighter than most vector icons in an interface, and being vector it does not get heavier on high pixel density screens the way a PNG at the same resolution would.