Geometry & 3D node

3D Text

Sets a string in real 3D: every glyph outline is triangulated and extruded into a solid mesh. CoreText does the typesetting — kerning, ligatures and multi-line layout included — and the font family and style are chosen in Settings. Depth is the full thickness, centred on Z = 0. The Geometry output is a normal mesh: deform it, scatter points on it, collide particles with it, or feed a 3D Scene Mesh.

Inputs

PortTypeDefault
TextThe string to set — newlines make lines. Cable it (Transcription, String Combine, a Timer's digits) and the mesh rebuilds per change, not per frame. Capped at 4000 characters.stringGrafit
SizeThe font size in Grafit units (clamped 0.01–10) — roughly the line's height. Everything scales with it, including how finely the curves are flattened.float0.3
DepthThe FULL thickness, centred on Z = 0 — 0.2 spans −0.1…+0.1, so the text stays on the plane it was set in. Clamped 0.001–100.float0.08
KernExtra letter spacing in Grafit units, on top of the font's own kerning. Negative tightens; ±10 at most. 0 is the typographer's spacing.float0
Line GapExtra space between lines, added to the font's natural line height. Negative pulls lines together — they can overlap, which is legal geometry.float0
AlignHow shorter lines sit inside the block: Left, Center or Right. The block itself is always centred on the origin.int1
DetailCurve smoothness, 0–1: how closely the mesh follows the glyph's Bézier outlines. 0 is visibly faceted (and cheap), 1 is smooth beyond what a viewport resolves. Straight stems never pay for it — the flattening is adaptive.float0.5

Outputs

PortType
Geometrystructure
Outlinestructure
Widthfloat
Heightfloat
Vertex Countint
Triangle Countint

How It Works

3D Text sets a string in real 3D: every glyph outline is triangulated and extruded into a solid mesh. CoreText does the typesetting — kerning, ligatures and multi-line layout included — and the font family and style are chosen in Settings. Depth is the full thickness, centred on Z = 0, so the word stays on the plane you set it in.

The glyphs are filled by Grafit's own triangulator, written because the off-the-shelf one silently abandoned the hard letters. Holes are bridged to the nearest visible vertex (a B has two counters and they must not fight over the same corner); overlapping contours are normalized first (a surprising number of capital As are three shapes pretending to be one); and the walls are flattened adaptively — by chord error and by a maximum tangent turn, so a tight curl gets the segments it needs while a straight stem pays for none. Wall normals crease at 30°, caps carry assigned flat normals.

The Outline output gives the glyph contours as a Points path with pen-lifts between contours, for Scope Voice, Lines Visualize or Path. The Geometry output is an ordinary mesh: deform it, array it, sweep particles along it, drop a shadow from it.

Use Cases

  • Dimensional titles — Real extruded type in a lit, shadowed 3D Scene.
  • Type on a curve — Into Geometry Curve Deform along a Path.
  • Oscilloscope lettering — The Outline into Scope Voice: a rotating word you can hear.
  • Particles on letterforms — Particles Along Geometry riding the text.
  • Scene labels — Axis names and captions as real geometry inside the scene.

Tips

  • Depth is centred on the plane the text was set in, so changing it does not move the word.
  • For labels inside a scene, keep them thin — Depth around 0.01 at Size 0.07–0.09 — and cool mid-grey with a little emission, so they read without shouting.
  • The Detail setting trades triangle count against curve smoothness; visibly faceted at the low end, beyond a viewport's resolution at the high.
  • Multi-line works: newlines make lines, and Line Gap and Align are ports.
  • The Outline output carries pen-lifts, so anything that understands that convention can draw or play it.

Open 3D Text in the interactive catalog →

3D Text is one of 381 nodes in Grafit Pro.

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