Documentation

Examples

Every one of these opens in the browser editor, running, with its node graph laid out for you to take apart. Nothing to install and no account needed.

A weight that spreads from a selected point along the surface rather than through space. On a thin slab seeded at the centre of its top face, the top face carries a round falloff while the bottom face, only a tenth of a unit away in a straight line, stays unweighted: the walk has to go round the rim to reach it.

geo/AttributeExpand geo/GroupCreate

Attributes Modeling

A plate with its width and depth written out beside it in millimetres and inches, the readout a viewer wants before downloading a file. The exporter hangs off the part and not off the readout, so the text stays on the screen and out of the file.

geo/PolyNode

Import and export

A two-colour nameplate written to 3MF three ways: as two objects each with its own colour, as one merged mesh coloured triangle by triangle, and with no colour attribute at all so the assigned material supplies it. It also shows what a model has to pass before a slicer will accept it: the right way up, the right size, and closed.

geo/ThreeMFExporter geo/Fuse

Import and export

A two-colour nameplate written to a single .glb, the interchange file Blender, three.js and the game engines read: every object keeps its own transform and its material's colour, and no preparation transform is needed because glTF shares Polygon's Y-up, meter conventions.

geo/GLTFExporter

Import and export Materials

A two-part nameplate written to Wavefront OBJ, the format everything opens: each object becomes its own named o block, normals travel, and no preparation transform is needed. Its two exporters differ only in how the file is named: after the node, or after the node's full path, which stays unique when exporters in different subnets share a name.

geo/OBJExporter

Import and export

A nameplate carrying colours, normals and a custom float, written to PLY three ways: everything merged into one mesh, only the first object, and as a scattered point cloud with no faces at all. PLY is the one format here that keeps arbitrary point attributes, and the one that can hold points with no geometry around them.

geo/PLYExporter

Import and export Attributes

A two-part nameplate written to STL three ways: everything merged into the one mesh the format holds, only the first object, and the same model with no printer preparation so you can see what a slicer makes of a Y-up model with no units.

geo/STLExporter

Import and export

A loop that runs once per quad of a plane and writes each quad's number on it. geo/forEachBegin hands the loop one quad at a time, and the nodes in the loop read it by expression: the text takes the quad's ID, the transform takes its centre. geo/forEachEnd gathers what every pass produced.

geo/ForEachBegin geo/ForEachEnd

Modeling Attributes

A box with a tube through it, welded into one mesh and never booleaned, which is how such a part arrives from a modeller or in an STL. Both objects are the same solid, before and after geo/M3DResolveOverlaps, wearing a translucent material so the buried surfaces show: the left one carries the tube's wall on through the inside of the box, the right one is a single surface. The volumes beside them say the same thing in numbers.

geo/M3DResolveOverlaps

Modeling Import and export

A clear sphere with an IOR of 0.75: air (1.0) relative to the water around it (1.33). An IOR below 1 bends the light the other way, so where a glass ball flips the sky, the bubble spreads it. Near the rim the view cannot get in at all. A real bubble reflects everything there, like a mirror. The preview keeps only the thin surface reflection, so the rim reads as a dark ring. The bubble floats on its own in front of the sky. A bubble inside a clear object is not supported yet: it needs nested media.

geo/MaterialAttributes

Materials Rendering

A head printed in clear amber resin, with an opaque skull inside it. The skin and the skull are two regions of one SDF object, joined by a hard union. geo/MaterialAttributes makes the skin transmissive, with an IOR and an amber attenuation colour, and gives the skull a bone colour. The view ray bends into the resin, turns deeper amber the further it travels, and stops on the skull. The light that reaches the skull is not dimmed by the resin around it, and the resin shows the environment, not other objects behind it.

geo/MaterialAttributes geo/SDFBoolean geo/Environment

Materials Rendering Modeling

A word extruded into a solid and voxelized into an SDF field, with the bake cached to a .pvol so it only ever happens once. Edit the text to watch the cache go stale and re-bake itself.

geo/SDFCreate

Modeling

Two objects under one light, and only one of them casts a shadow. Turning that off per object is a pair of parameters: one enables the override, the other carries the value, and setting the value alone does nothing.

geo/ObjectProperties

Rendering Attributes

This example creates a series of objects in a line. If you observe them from either ends of the line, you will see the objects behind the first one are tinted by the ones before them. Their materials' alpha is what makes them see-through. The last one also goes through a geo/ObjectProperties, which sets a transparency mode on that object alone. It is left on AUTO, so the material still decides and the sphere renders like the others. Set it to OPAQUE and that one sphere draws solid, with no change to its material.

geo/ObjectProperties mat/MeshBasic

Rendering Materials