Notch Notch
Manual 1.0 Manual 0.9.23
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3D Primitive

3D Primitive

Updated: 13 Dec 2024

Generate a 3D primitive as a mesh

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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 Mesh Emitter, Mesh Cloner, 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 Mesh Emitter or the Procedural Mesh.

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 X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
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.

These properties control the pivot position the object, the point at which the transforms will be applied around.

ParameterDetails
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.

ParameterDetails
Isolate In Viewport When enabled, all other objects in the scene will be hidden and only this node will be rendered.
Shape Type Choose which 3D shape is rendered.
  • Sphere : UV Sphere generated from subdivisions along the longitude and lattitude.
  • Box : Cube with capability for additional subdivisions and bevel.
  • Cylinder : Cylinder generated from subdivisions along the longitude and lattitude, with capability for an additional inner hole and bevel.
  • Torus : Donut shape generated from subdivisions along the longitude and lattitude, with controls over radius and diameter.
  • Icosphere : Primitive shape built from equilateral triangles, which can be subdivided to approximate a sphere.
  • Plane : Flat surface with capability for additional subdivisions and resizing.
  • Cone : Sharp cone with capability for additional subdivisions, bevels, and flattening the peak.
  • Arrow : Simple Arrow shape with various controls over arrow shape, width, length, subdivisions, and many more.
Radius The radius of the primitive, where appropriate.
Size Mode Choose 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
Subdivisions X How many subdivisions along the objects X axis.
Subdivisions Y How many subdivisions along the objects Y axis.
Origin X Set 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.
Primitive Vertex Count Shows the original vertex count of the primtiive at generation
Origin Y Set 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.
Origin Z Set the objects origin point for the Z axis.
  • -Size : Sets the objects origin to the objects bound in the negative Z direction.
  • Centre (Zero) : Sets the objects origin to the objects center.
  • +Size : Sets the objects origin to the objects bound in the positive Z direction.
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.

ParameterDetails
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.

ParameterDetails
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

ParameterDetails
Show Metrics TBC

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

ParameterDetails
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 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 node
  • 3D Object (Use Original Geometry) : The original triangle geometry of the primitive, 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

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

ParameterDetails
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

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