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 manifold boolean keeps no primitive attribute, so a colour set per face is lost when a corner is cut away. A primitive ID does survive the boolean, and geo/AttributeCopy matching by that ID brings the colour back onto every face cut from a coloured one. The walls the cutter made have no source face and keep their own colour.

geo/M3DBoolean geo/AttributeCopy geo/AttributeId

Modeling Attributes

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 ball, a T and a cube on its edge, measured for the faces a 3D printer cannot build without support, and shown four ways: how far each face leans, how bad each region is, which region each face is in, and the surfaces a support would hold up.

geo/PrintOverhangMeasure geo/AttributePromote geo/AttributeDisplay geo/Delete

Modeling

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 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

A sphere broken into the Voronoi cells of evenly spread points. On the left, every cell is a pebble with rounded cut edges. On the right, only the walls between the cells are kept, a foam skeleton of the sphere. Change `smoothness` to go from sharp shards to round pebbles.

geo/VoronoiField geo/PointRelax

Modeling