Method #
This node generates a 3D primitive mesh, chosen from the meshes Shape Type property. As well as being rendered directly, 3D Primtiives may also be used as an input for various other nodes, including Particle Mesh Emitters, Field 3D Object Emitters, Clone To Mesh, and numerous others. A Material Node can also be input to control the meshes material properties.
The 3D Primitive 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.
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.
Parameter Details
Position X Move along the local x-axis.
Position Y Move along the local y-axis.
Position Z Move along the local z-axis.
Rotation Heading Rotate around the local y-axis.
Rotation Pitch Rotate around the local x-axis.
Rotation Bank Rotate around the local z-axis.
Scale X Scale along the local x-axis.
Scale Y Scale along the local y-axis.
Scale Z Scale along the local z-axis.
Control the inheritance of the transforms from the parent.
Parameter Details
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.
TBC
Parameter Details
Pivot Mode Control where the pivot point is generated for the object.
Pivot Point Selection In custom mode, filter the points shown on the bounding box for placing the pivot.
Pivot Position X In custom mode, directly edit the x position of the pivot.
Pivot Position Y In custom mode, directly edit the y position of the pivot.
Pivot Position Z In custom mode, directly edit the z position of the pivot.
Dynamic Update Control whether the changes to the pivot dynamically update the object.
These properties control the core behaviours of the node.
Parameter Details
Shape Type Choose which 3D shape is rendered.
Radius The radius of the primitive, where appropriate.
Size Mode Choose if the properties define the radius or diameter of the shape.
Subdivisions X How many subdivisions along the objects X axis.
Subdivisions Y How many subdivisions along the objects Y axis.
Origin X Quickly set the Pivot Point of the primtive on the X axis
Origin Y Quickly set the Pivot Point of the primtive on the Y axis
Origin Z Quickly set the Pivot Point of the primtive on the Z axis
Primitive Vertex Count Shows the original vertex count of the primtiive at generation
Primitive Polygon Count Shows the original polygon count of the primtiive at generation
Post-Deformer Vertex Count Shows the current vertex count of the primtiive after all the deformers have been applied
Post-Deformer Polygon Count Shows 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.
Parameter Details
Visible Control whether the node is visible or not to the scene.
Seen By Rays Allow 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 Only When enabled, the 3D object is only rendered to the depth buffer in the main camera render. No colour data is rendered.
Render To Shadows Only When enabled, this object isn’t rendered to the camera but will render shadows still.
Per Object Composite Alpha Overwrites 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.
Parameter Details
UV Scale X Scale the mesh UV along the x axis.
UV Scale Y Scale the mesh UV along the y axis.
UV Offset X Move the mesh UV along the x axis.
UV Offset Y Move the mesh UV along the y axis.
TBC
Parameter Details
Show Metrics TBC
These properties control the behavious of the object in a Physics System.
Parameter Details
Friction The friction of the rigid body.
Bounciness The bounciness of the rigid body.
Spin X The 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 Y The 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 Z The 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 Mode How 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 Shape The 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 Radius The radius of the rigid body sphere shape if applicable
Rigid Body Box Size X The size of the rigid body box shape if applicable
Rigid Body Box Size Y The size of the rigid body box shape if applicable
Rigid Body Box Size Z The size of the rigid body box shape if applicable
Rigid Body Convex Hull Mode If 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 Transforms Bake physics transforms so they are no longer dynamic, but reliably playback and are more performant.
Baked Transform TBC
TBC
Parameter Details
Lines Visible Control whether lines are rendered to the scene from the geometry.
Lines Alpha Change the alpha transparency value of the lines, making them appear see-through.
Colour Change the colour value of the lines.
Use Vertex Colours Colour lines based on the vertex colours of the geometry.
Thick Lines Allow the lines to rendered with thickness, for line effects which can be accurately anti-aliased.
Hide Back Face Lines Hide the lines generated from polygon faces facing away from the camera, where only the back faces of geometry can be seen.
Lock Width Lock the line width to be a consistent width regardless of distance from the camera. Only functions with Thick Lines enabled.
Thick Line Width Control the thickness of all the lines. Only functions with Thick Lines enabled.
Show Silhouette Lines Draws lines along the edges of the object relative to the camera.
Show Normal Difference Lines Draw a line along the edges of the mesh, depending on the angle difference between their mutual faces.
Show Unshared Lines Draw lines along all edges of the shape.
Show Other Lines Show all the lines for each edge of the mesh.
Unshared Lines Weight Control the strength of the unshared lines.
Silhouette Lines Weight Control the strength of the silhouette lines.
Normal Difference Lines Weight Control the strength of the lines generated along the normal angles.
Other Lines Weight Control the strength of the lines for each edge in the mesh.
Line Normal Difference Angle Change 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 Sharpness How much the drawn normal lines will fade away the closer the edge angle is to the Line Normal Difference Angle.
Line Depth Bias Exaggerate the width of the lines based on the distance to the camera. not functional with Lock Width enabled.
Line Silhouette Fade Sharpness How 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
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.
Parameter | Details |
---|---|
Position X | Move along the local x-axis. |
Position Y | Move along the local y-axis. |
Position Z | Move along the local z-axis. |
Rotation Heading | Rotate around the local y-axis. |
Rotation Pitch | Rotate around the local x-axis. |
Rotation Bank | Rotate around the local z-axis. |
Scale X | Scale along the local x-axis. |
Scale Y | Scale along the local y-axis. |
Scale Z | Scale along the local z-axis. |
Control the inheritance of the transforms from the parent.
Parameter | Details |
---|---|
Position | Toggle inheritance of the Position from the parent. |
Rotation | Toggle inheritance of the Rotation from the parent. |
Scale | Toggle inheritance of the Scale from the parent. |
World Position Only | Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties. |
Inherit Time | Toggle inheritance of time from the parent. |
TBC
Parameter | Details |
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Pivot Mode | Control where the pivot point is generated for the object. |
Pivot Point Selection | In custom mode, filter the points shown on the bounding box for placing the pivot. |
Pivot Position X | In custom mode, directly edit the x position of the pivot. |
Pivot Position Y | In custom mode, directly edit the y position of the pivot. |
Pivot Position Z | In custom mode, directly edit the z position of the pivot. |
Dynamic Update | Control whether the changes to the pivot dynamically update the object. |
These properties control the core behaviours of the node.
Parameter | Details |
---|---|
Shape Type | Choose which 3D shape is rendered. |
Radius | The radius of the primitive, where appropriate. |
Size Mode | Choose if the properties define the radius or diameter of the shape. |
Subdivisions X | How many subdivisions along the objects X axis. |
Subdivisions Y | How many subdivisions along the objects Y axis. |
Origin X | Quickly set the Pivot Point of the primtive on the X axis |
Origin Y | Quickly set the Pivot Point of the primtive on the Y axis |
Origin Z | Quickly set the Pivot Point of the primtive on the Z axis |
Primitive Vertex Count | Shows the original vertex count of the primtiive at generation |
Primitive Polygon Count | Shows the original polygon count of the primtiive at generation |
Post-Deformer Vertex Count | Shows the current vertex count of the primtiive after all the deformers have been applied |
Post-Deformer Polygon Count | Shows 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.
Parameter | Details |
---|---|
Visible | Control whether the node is visible or not to the scene. |
Seen By Rays | Allow 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 Only | When enabled, the 3D object is only rendered to the depth buffer in the main camera render. No colour data is rendered. |
Render To Shadows Only | When enabled, this object isn’t rendered to the camera but will render shadows still. |
Per Object Composite Alpha | Overwrites 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.
Parameter | Details |
---|---|
UV Scale X | Scale the mesh UV along the x axis. |
UV Scale Y | Scale the mesh UV along the y axis. |
UV Offset X | Move the mesh UV along the x axis. |
UV Offset Y | Move the mesh UV along the y axis. |
TBC
Parameter | Details |
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Show Metrics | TBC |
These properties control the behavious of the object in a Physics System.
Parameter | Details |
---|---|
Friction | The friction of the rigid body. |
Bounciness | The bounciness of the rigid body. |
Spin X | The 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 Y | The 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 Z | The 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 Mode | How the object is used in a physics simulation. Parenting to a Physics Root node node must be done for any physics simulations to occur.
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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 Shape | The shape of the rigid body
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Rigid Body Sphere Radius | The radius of the rigid body sphere shape if applicable |
Rigid Body Box Size X | The size of the rigid body box shape if applicable |
Rigid Body Box Size Y | The size of the rigid body box shape if applicable |
Rigid Body Box Size Z | The size of the rigid body box shape if applicable |
Rigid Body Convex Hull Mode | If the Convex Hull shape is used, determines the convex hull mode used - which will be wrapped around the node’s geometry
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Bake Physics Transforms | Bake physics transforms so they are no longer dynamic, but reliably playback and are more performant. |
Baked Transform | TBC |
TBC
Parameter | Details |
---|---|
Lines Visible | Control whether lines are rendered to the scene from the geometry. |
Lines Alpha | Change the alpha transparency value of the lines, making them appear see-through. |
Colour | Change the colour value of the lines. |
Use Vertex Colours | Colour lines based on the vertex colours of the geometry. |
Thick Lines | Allow the lines to rendered with thickness, for line effects which can be accurately anti-aliased. |
Hide Back Face Lines | Hide the lines generated from polygon faces facing away from the camera, where only the back faces of geometry can be seen. |
Lock Width | Lock the line width to be a consistent width regardless of distance from the camera. Only functions with Thick Lines enabled. |
Thick Line Width | Control the thickness of all the lines. Only functions with Thick Lines enabled. |
Show Silhouette Lines | Draws lines along the edges of the object relative to the camera. |
Show Normal Difference Lines | Draw a line along the edges of the mesh, depending on the angle difference between their mutual faces. |
Show Unshared Lines | Draw lines along all edges of the shape. |
Show Other Lines | Show all the lines for each edge of the mesh. |
Unshared Lines Weight | Control the strength of the unshared lines. |
Silhouette Lines Weight | Control the strength of the silhouette lines. |
Normal Difference Lines Weight | Control the strength of the lines generated along the normal angles. |
Other Lines Weight | Control the strength of the lines for each edge in the mesh. |
Line Normal Difference Angle | Change 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 Sharpness | How much the drawn normal lines will fade away the closer the edge angle is to the Line Normal Difference Angle. |
Line Depth Bias | Exaggerate the width of the lines based on the distance to the camera. not functional with Lock Width enabled. |
Line Silhouette Fade Sharpness | How 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.
Name | Description | Typical Input |
---|---|---|
Transform Modifiers | Apply the transforms of another node to this node. | Null |
Target Node | Modifiy the rotations of the node to always direct the z axis towards the input. | Null |
Local Transform Override | Apply the transforms of another node to this node, relative to its parent. | Null |