Notch Notch Manual 0.9.23
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Shape 3D

Shape 3D

Generate a 3D primitive mesh.

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Method #

This node renders a 3D primitive mesh that has been generated according to various attributes. As well as being rendered directly, Shape 3D nodes may also be used as an input for various other nodes, including Particle Mesh Emitters, Field 3D Object Emitters, Clone To Mesh, Clone To Volume, Collision Affectors and numerous others. A Material Node can also be input to control the shapes material properties.

The Shape 3D node may be used as a rigid body in a physics system via the Physics Attributes properties. It must be parented under a Rigid Body Root node for physics to be applied.

Smoothing and subdivision is interleaved with deformation so deformers may be applied to a certain subdivision level.
Subdivision, smoothing and deformation may have a noticeable memory and processing overhead.

This node outputs the normal transformation and translation values, but it also outputs geometry which can be modified with Deformer nodes, or used as a mesh sources for nodes which accept mesh connections, such as the Field 3D Object Emitter or the Procedural 3D Object.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.

ParameterDetails
Position XToggle inheritance of the X Position from the parent.
Position YToggle inheritance of the Y Position from the parent.
Position ZToggle inheritance of the Z Position from the parent.
Rotation HeadingToggle inheritance of the Rotation Heading from the parent.
Rotation PitchToggle inheritance of the Rotation Pitch from the parent.
Rotation BankToggle inheritance of the Rotation Bank from the parent.
Scale XToggle inheritance of the X Scale from the parent.
Scale YToggle inheritance of the Y Scale from the parent.
Scale ZToggle inheritance of the Z Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Shape TypeChoose which 3D shape is rendered.
RadiusThe radius of the primitive, where appropriate.
Size XThe size of the primitive in the X axis, where appropriate.
Size YThe size of the primitive in the Y axis, where appropriate.
Size ZThe size of the primitive in the Z axis, where appropriate.
Subdivisions XHow many subdivisions along the objects X axis.
Subdivisions YHow many subdivisions along the objects Y axis.
AxisSelect which axis you want the shape to aligned to upon creation.
Line ThicknessThickness of lines, if “Line” or “Line Array” is selected in the “Shape Type” attribute.

These properties control how the geometry is rendered into the scene.

ParameterDetails
VisibleControl whether the node is visible or not to the scene.
Seen By RaysAllow the mesh to be seen by the raytracer. When set to 0, the mesh will still render in camera but will be ignored by any raytracing nodes.
Tessellation EnabledEnables hardware tessellation, which subdivides the mesh efficiently at render time on the GPU. Tessellation does not consume memory resources and is more efficient than subdivision.
Max Tesselation FactorThe maximum tessellation factor for hardware tessellation. Controls the maximum number of polygons generated from each source polygon in the mesh.
Subdivision Near DistanceThe near distance from the camera at which tessellation is at its highest.
Subdivision DistanceThe distance from the camera at which tessellation falls off to the original mesh polygons.
RevealControls the Fertilizer value, used to grow vertices from specified source points. Easiest used with the Generate Fertilizer Times Deformer.
Reveal BackControls the back Fertilizer value, used to grow vertices from specified source points. Easiest used with the Generate Fertilizer Times Deformer.
Render Z OnlyWhen enabled, the 3D object is only rendered to the depth buffer in the main camera render. No colour data is rendered.
Render to Shadows OnlyWhen enabled, the object is only rendered to shadow map passes, not to the main camera render.
Per Object Composite AlphaOverwrites the alpha channel beneath the object, giving simple effect of transparency. Best used when the mesh won’t overlap with other objects, as other meshes will not be seen through the mesh.

These properties control how the UVs of the mesh are transformed when output for the UV camera. Useful for arranging multiple objects to be output for the same UV Camera.

ParameterDetails
UV Scale XScale the mesh UV along the x axis.
UV Scale YScale the mesh UV along the y axis.
UV Offset XMove the mesh UV along the x axis.
UV Offset YMove the mesh UV along the y axis.

These properties control the behavious of the object in a Physics System.

ParameterDetails
FrictionThe friction of the rigid body.
BouncinessThe bounciness of the rigid body.
DensityThe density of the rigid body. The density is scaled by the area of the shape to determine the mass of the body.
Spin XThe spin of the rigid body in the X axis. This scales the inertia tensor on the X axis, making the body spin faster in that direction when torque is applied.
Spin YThe spin of the rigid body in the Y axis. This scales the inertia tensor on the Y axis, making the body spin faster in that direction when torque is applied.
Spin ZThe spin of the rigid body in the Z axis. This scales the inertia tensor on the Z axis, making the body spin faster in that direction when torque is applied.
Dynamics ModeHow the object is used in a physics simulation. Parenting to a Physics Root node node must be done for any physics simulations to occur.
  • Static : A static rigid body does not move and can’t be moved by physics, but will act as a collider for other dynamic objects. An example could be a floor or wall.
  • Kinematic : A kinematic rigid body is not moved by physics but has a velocity that can affect dynamic bodies. An example could be a moving platform or rotating collider.
  • Dynamic : A dynamic rigid body has its initial position set by its transform, but transform control is taken over by physics as soon as the simulation starts.
  • Disabled : Physics will not be applied, and the object will be ignored for simulation.
Dynamics Transform For Rendering Only (Faster)If selected, the transform of the body is maintained on GPU only. This reduces latency and increases performance but means that parenting to the object, e.g. using it to transform lights or emitters, will not work.
Rigid Body ShapeThe shape of the rigid body
  • Sphere : A sphere
  • Box : A box
  • Plane : A plane - can only be static or kinematic
  • 3D Object (Convex Hull) : A convex hull derived from the geometry of the Shape3D node
  • 3D Object (Use Original Geometry) : The original triangle geometry of the Shape 3D node, if applicable
Rigid Body Sphere RadiusThe radius of the rigid body sphere shape if applicable
Rigid Body Box Size XThe size of the rigid body box shape if applicable
Rigid Body Box Size YThe size of the rigid body box shape if applicable
Rigid Body Box Size ZThe size of the rigid body box shape if applicable
Rigid Body Convex Hull ModeIf the Convex Hull shape is used, determines the convex hull mode used - which will be wrapped around the node’s geometry

See Materials

Inputs

NameDescriptionTypical Input
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null