Notch Notch Manual 1.0
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2D Primitive

2D Primitive

Generates a 2D Primitive Mesh

Method #

This node generates a 2D primitive mesh, chosen from the meshes Shape Type property. Typically used in a 2D system under a 2D Root to generate simple 2D shapes, but is equally applicable to 3D scenes.

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 Mesh Emitter or the Procedural Mesh. A Material Node can also be input to control the meshes material properties.

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 XThe objects position along the local x-axis.
Position YThe objects position along the local y-axis.
Position ZThe objects position along the local z-axis.
Rotation HeadingThe objects rotation around the local y-axis.
Rotation PitchThe objects rotation around the local x-axis.
Rotation BankThe objects rotation around the local z-axis.
Scale XThe objects scale along the local x-axis.
Scale YThe objects scale along the local y-axis.
Scale ZThe objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
PositionToggle inheritance of the Position from the parent.
RotationToggle inheritance of the Rotation from the parent.
ScaleToggle inheritance of the 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 pivot position the object, the point at which the transforms will be applied around.

ParameterDetails
Pivot ModeControl where the pivot point is generated for the object.
Pivot Point SelectionIn custom mode, filter the points shown on the bounding box for placing the pivot.
Pivot Position XIn custom mode, directly edit the x position of the pivot.
Pivot Position YIn custom mode, directly edit the y position of the pivot.
Pivot Position ZIn custom mode, directly edit the z position of the pivot.
Dynamic UpdateControl whether the changes to the pivot dynamically update the object.
ParameterDetails
Shape TypeChoose which 2D shape is rendered.
  • Box : Simple box with capability for additional subdivisions and bevel.
  • Circle : Simple sphere with capability for additional subdivisions and an inner hole.
  • Capsule : Simple pill shape which begerates dynamically based on the subdivisions and defined size.
  • Arrow : Simple Arrow shape with various controls over arrow shape, width, length, subdivisions, and many more.
Size ModeChoose if the properties define the radius or diameter of the shape.
  • Radius : 1 unit measures the distance between center to the bounds
  • Diameter : 1 unit measures the distance between the object bounds
Size XSize of the object along the X axis
Size YSize of the object along the Y axis
Bevel RadiusThe radius of the rounded corners of the object.
Bevel SubdivisionsNumber of subdivisions used to form the bevel.
Box Subdivisions XNumber of subdivisions used for the Box shape on the X axis.
Box Subdivisions YNumber of subdivisions used for the Box shape on the Y axis.
Origin XSet the objects origin point for the X axis.
  • -Size : Sets the objects origin to the objects bound in the negative X direction.
  • Centre (Zero) : Sets the objects origin to the objects center.
  • +Size : Sets the objects origin to the objects bound in the positive X direction.
Origin YSet the objects origin point for the Y axis.
  • -Size : Sets the objects origin to the objects bound in the negative Y direction.
  • Centre (Zero) : Sets the objects origin to the objects center.
  • +Size : Sets the objects origin to the objects bound in the positive Y direction.
Primitive Vertex CountShows the original vertex count of the primtiive at generation
Primitive Polygon CountShows the original polygon count of the primtiive at generation
Post-Deformer Vertex CountShows the current vertex count of the primtiive after all the deformers have been applied
Post-Deformer Polygon CountShows the current polygon count of the primtiive after all the deformers have been applied

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.
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, this object isn’t rendered to the camera but will render shadows still.
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.
ParameterDetails
Show MetricsTBC

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.
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 simple unit sphere of 1x1 size
  • Box : A simple unit box of 1x1 size
  • Plane : An infinite plane - can only be static or kinematic
  • 3D Object (Convex Hull) : A convex hull derived from the geometry of the primitive
  • 3D Object (Use Original Geometry) : The original triangle geometry of the primitive, 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
  • 10 Faces (Cylinder) X-Axis : A simplified cylinder with 10 sides pointing along the X axis.
  • 10 Faces (Cylinder) Y-Axis : A simplified cylinder with 10 sides pointing along the Y axis.
  • 10 Faces (Cylinder) Z-Axis : A simplified cylinder with 10 sides pointing along the Z axis.
  • 14 Faces (Capsule) - X-Axis : A simplified capsule with 10 sides pointing along the X axis.
  • 14 Faces (Capsule) - Y-Axis : A simplified capsule with 10 sides pointing along the Y axis.
  • 14 Faces (Capsule) - Z-Axis : A simplified capsule with 10 sides pointing along the Z axis.
  • 18 Faces (Rounded Box) : A simplified beveled box with 18 sides.
Bake Physics TransformsBake physics transforms so they are no longer dynamic, but reliably playback and are more performant.
Baked TransformTBC

These properties add options for drawing all the edges of the mesh as lines. Useful for rendering wireframe effects.

ParameterDetails
Lines VisibleControl whether lines are rendered to the scene from the geometry.
Lines AlphaChange the alpha transparency value of the lines, making them appear see-through.
ColourChange the colour value of the lines.
Use Vertex ColoursColour lines based on the vertex colours of the geometry.
Thick LinesAllow the lines to rendered with thickness, for line effects which can be accurately anti-aliased.
Hide Back Face LinesHide the lines generated from polygon faces facing away from the camera, where only the back faces of geometry can be seen.
Lock WidthLock the line width to be a consistent width regardless of distance from the camera. Only functions with Thick Lines enabled.
Thick Line WidthControl the thickness of all the lines. Only functions with Thick Lines enabled.
Show Silhouette LinesDraws lines along the edges of the object relative to the camera.
Show Normal Difference LinesDraw a line along the edges of the mesh, depending on the angle difference between their mutual faces.
Show Unshared LinesDraw lines along all edges of the shape.
Show Other LinesShow all the lines for each edge of the mesh.
Unshared Lines WeightControl the strength of the unshared lines.
Silhouette Lines WeightControl the strength of the silhouette lines.
Normal Difference Lines WeightControl the strength of the lines generated along the normal angles.
Other Lines WeightControl the strength of the lines for each edge in the mesh.
Line Normal Difference AngleChange the threshold angle between two face normals that will generate a line along their common edge. Only functions with Show Normal Lines enabled.
Line Normal Fade SharpnessHow much the drawn normal lines will fade away the closer the edge angle is to the Line Normal Difference Angle.
Line Depth BiasExaggerate the width of the lines based on the distance to the camera. not functional with Lock Width enabled.
Line Silhouette Fade SharpnessHow much the drawn silhouette lines will fade away based on the size of the edge angle to the camera.

Preview the objects material in the viewport.

These properties control how the surface of the generated mesh reacts to light in the scene. See Materials for a breakdown of all these properties individually.

Inputs

NameDescriptionTypical Input
MaterialTBCTBC
Transform ModifiersTBCTBC
Target NodeTBCTBC
Local Transform OverrideTBCTBC
Position XTBCTBC
Position YTBCTBC
Position ZTBCTBC
Rotation HeadingTBCTBC
Rotation PitchTBCTBC
Rotation BankTBCTBC
Scale XTBCTBC
Scale YTBCTBC
Scale ZTBCTBC
Get World Position XTBCTBC
Get World Position YTBCTBC
Get World Position ZTBCTBC
VisibleTBCTBC
RadiusTBCTBC
Inner RadiusTBCTBC
Bevel RadiusTBCTBC
Size XTBCTBC
Size YTBCTBC
Start AngleTBCTBC
End AngleTBCTBC
Tip LengthTBCTBC
Tip WidthTBCTBC
Shaft LengthTBCTBC
Shaft WidthTBCTBC
Subdivision DistanceTBCTBC
Subdivision Near DistanceTBCTBC
Max Tessellation FactorTBCTBC
RevealTBCTBC
Reveal BackTBCTBC
UV Output Scale XTBCTBC
UV Output Scale YTBCTBC
UV Output Offset XTBCTBC
UV Output Offset YTBCTBC
Seen By RaysTBCTBC
Per Object Composite AlphaTBCTBC
Lines VisibleTBCTBC
Lines AlphaTBCTBC
Lines ColourTBCTBC
Thick Line WidthTBCTBC
Line Normal Difference AngleTBCTBC
Line Normal Fade SharpnessTBCTBC
Line Depth BiasTBCTBC
Unshared Lines WeightTBCTBC
Silhouette Lines WeightTBCTBC
Normal Difference Lines WeightTBCTBC
Other Lines WeightTBCTBC
Line Silhouette Fade SharpnessTBCTBC
Colour RTBCTBC
Colour GTBCTBC
Colour BTBCTBC
Colour ATBCTBC
ColourTBCTBC
Specular Colour RTBCTBC
Specular Colour GTBCTBC
Specular Colour BTBCTBC
Specular Colour ATBCTBC
Specular ColourTBCTBC
Rim Lighting Colour RTBCTBC
Rim Lighting Colour GTBCTBC
Rim Lighting Colour BTBCTBC
Rim Lighting Colour ATBCTBC
Rim Lighting ColourTBCTBC
Absorption Colour RTBCTBC
Absorption Colour GTBCTBC
Absorption Colour BTBCTBC
Absorption Colour ATBCTBC
Absorption ColourTBCTBC
Shadow Catcher Colour RTBCTBC
Shadow Catcher Colour GTBCTBC
Shadow Catcher Colour BTBCTBC
Shadow Catcher Colour ATBCTBC
Shadow Catcher ColourTBCTBC
Diffuse Coat RTBCTBC
Diffuse Coat GTBCTBC
Diffuse Coat BTBCTBC
Diffuse Coat ATBCTBC
Diffuse CoatTBCTBC
BrightnessTBCTBC
Specular IntensityTBCTBC
AlphaTBCTBC
MetallicnessTBCTBC
RoughnessTBCTBC
Specular FalloffTBCTBC
Specular AnisotropyTBCTBC
Diffuse FresnelTBCTBC
LuminosityTBCTBC
DensityTBCTBC
GlowTBCTBC
Baked Diffuse IntensityTBCTBC
Alpha Sort BiasTBCTBC
Normal Map IntensityTBCTBC
Normal SmoothnessTBCTBC
Smoothing AngleTBCTBC
Motion Blur Velocity ScaleTBCTBC
DisplacementTBCTBC
Displacement OffsetTBCTBC
Rim Lighting IntensityTBCTBC
Rim Lighting FalloffTBCTBC
Subsurface Scatter RadiusTBCTBC
Subsurface WeightTBCTBC
Parallax AmountTBCTBC
UV Scale XTBCTBC
UV Scale YTBCTBC
UV Offset XTBCTBC
UV Offset YTBCTBC
Diffuse UV Scale XTBCTBC
Diffuse UV Scale YTBCTBC
Diffuse UV Offset XTBCTBC
Diffuse UV Offset YTBCTBC
Texture Mip BiasTBCTBC
Refraction IORTBCTBC
AberrationTBCTBC
Transparent DiffuseTBCTBC
AbsorptionTBCTBC
FrictionTBCTBC
BouncinessTBCTBC
DensityTBCTBC
Spin XTBCTBC
Spin YTBCTBC
Spin ZTBCTBC
Rigid Sphere RadiusTBCTBC
Rigid Box Size XTBCTBC
Rigid Box Size YTBCTBC
Rigid Box Size ZTBCTBC