Documentation / Node reference / geo nodes
geo/M2DExtrude
Pushes a flat 2D shape into a 3D solid.
Manifold Operations
Sweeps a cross section along +Z for `distance` and caps both ends, giving a 3D manifold. Put a geo/Transform after it rotated -90 on X if you want the solid rising from the ground instead, since 2D shapes live in the XY plane and the sweep follows their normal.
The input is brought into world space first, so upstream transforms are honoured, and the result is a 3D manifold: geo/M3DBoolean takes it from here, and geo/M3DTriangulate or geo/ManifoldDisplay makes it renderable.
`twist` and `scale` turn the straight sweep into a tapered or twisted one, and they are what `segments` is for: a straight extrusion needs one slice, a twisted one needs enough to be smooth.
geo/M2DRevolve is the other way to make a solid out of the same cross section.
Parameters
| Name | Type | What it does |
|---|---|---|
| distance | Float | How far the shape is pushed along +Z. The solid runs from the shape's own plane to that height. |
| segments | UInt32 | How many slices the sweep is cut into. One is right for a straight extrusion; raise it so a twist or a taper comes out smooth. |
| twist | Float | How far the top is rotated relative to the bottom, in degrees. Needs more than one slice to show. |
| scale | Vector2 | What the cross section is scaled to at the top, per axis. Below 1 tapers inwards, above 1 flares out, and 0 closes it to a point. |
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.