Documentation / Node reference / geo nodes
geo/M2DCreate
Turns curves or meshes into a flat 2D shape.
Manifold Primitives
Reads the input's outlines and returns the AREA THEY ENCLOSE, as a 2D manifold. That is the gateway into the M2D family: geo/M2DBoolean, geo/M2DOffset, geo/M2DExtrude and geo/M2DRevolve all start from a cross section, and geo/M2DTriangulate brings one back to renderable geometry. 2D shapes live in the XY plane, so a geo/Circle wants its direction set to (0,0,1) to be seen here.
Two kinds of input work. SEGMENTS are split into chains: a run of connected segments becomes one outline, and a new run starts wherever the next segment does not begin where the last one ended. TRIANGLES each become a small polygon and are unioned, so any 2D mesh can reach a cross section too.
AN OPEN CHAIN IS CLOSED FOR YOU, straight from its last point back to its first. That is the only thing a fill can mean for a curve that does not close. A chain of fewer than three distinct points encloses nothing whichever way you read it, and is refused by name rather than cooked into an empty shape.
If you wanted the curve to have a WIDTH rather than to be filled, that is geo/M2DStroke: it follows the curve instead of filling it, and it works on closed rings too. geo/M2DOffset is a third thing again, and does neither: it grows an area that already exists.
An EMPTY result is not an error. A fill rule that keeps nothing is a legitimate answer, which is why the check above sits on the outline rather than on what comes out.
Parameters
| Name | Type | What it does |
|---|---|---|
| fillRule | UInt8 | Which parts of the outlines count as inside when they overlap or nest. Non-zero fills everything any outline encloses, which is the union and the usual answer. Even-odd alternates, so a loop inside a loop becomes a hole. Positive and negative keep only what counter-clockwise or clockwise loops enclose, which is the one to reach for when the winding carries meaning. |
| merge | Bool | On, every outline from every input object goes into ONE cross section, so overlapping shapes combine. Off, each outline becomes its own cross section and its own object, which is what to use when they are meant to stay separate. |
See also
This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.