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geo/SDFOnion

Hollows out an SDF object into a shell.

Sdf Operations

Replaces each input SDF object's solid with a shell along its surface. `side` picks where the wall grows: BOTH straddles the surface, `thickness` on each side; OUTSIDE grows it outward by `thickness`, so the object's inside stays the hole; INSIDE grows it inward by `thickness`, so the outer silhouette does not change, which is what a casing or a cup wants. Where the object is thinner than `thickness`, an INSIDE wall fills it solid. The shell is CLOSED: to see inside it, cut it open with a geo/SDFBoolean subtraction, which is the usual way to get a cup or a bowl. Repeating the node nests shells inside one another. It works on 2D and 3D fields alike. Non-SDF objects pass through unchanged.

Parameters

Name Type What it does
thickness Float How far the wall reaches from the original surface, on each side it covers. With side BOTH the wall is twice this thick.
side UInt8 BOTH · OUTSIDE · INSIDE Which side of the original surface the wall grows on: BOTH straddles it, OUTSIDE grows outward and INSIDE grows inward, keeping the outer surface where it was.

Examples

Scenes you can open in the editor that teach this node.

A hollow SDF shell broken into the Voronoi cells of points spread over it, drawn by raymarching with no meshing. On the left, every cell is a rounded piece. On the right, only the walls between the cells are kept. Change `roundingRadius` or `wallThickness` and the picture follows without remeshing.

geo/VoronoiField geo/SDFOnion geo/VoronoiNeighbours

Modeling

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.