Geometry & 3D node
Geometry
Builds a real mesh — 21 shapes with proper topology, normals and UVs, not a sampled cloud. Sphere, ico- and octa-sphere, box and rounded box, torus, capsule, cone, cylinder, tube, plane, arc, circle, disk, squircle, rounded rect and more. Only the knobs a shape uses are shown. Send it to Geometry to Points to draw it, or to Raycast to pick against it. The round shapes sweep a profile, so Start and End Angle slice any of them open and the cut face is capped. Rebuilds only when a parameter changes, so a still shape costs nothing per frame.
Inputs
| Port | Type | Default |
|---|---|---|
| ShapeWhich mesh to build. Every entry is real geometry with proper topology, normals and UVs — not a sampled cloud. Only the knobs that shape actually uses are shown. | int | 1 |
| Size XFull width in Grafit units, centred on the origin — Size X 2 spans −1 to +1. Box, plane, quad, triangle, skybox, squircle and the rounded rectangles. | float | 1 |
| Size YFull height in Grafit units, centred on the origin. | float | 1 |
| Size ZFull depth in Grafit units, centred on the origin — box, extruded rounded rect and rounded box. | float | 1 |
| RadiusOuter radius in Grafit units. On a torus this is the ring radius (the hole plus the tube); Inner Radius is the tube itself. | float | 0.7 |
| Inner RadiusThe hole, in Grafit units — torus, arc and UV disk. On a torus it is the tube thickness rather than a hole. | float | 0.3 |
| HeightFull height along Y for the shapes that have an axis: cone, cylinder and tube. On a capsule it is the CYLINDRICAL BODY, so the total is Height plus two radii — the ends are hemispheres and keep their shape however short you make it. | float | 1 |
| Corner RadiusHow far the corners are rounded, in Grafit units, automatically held below half the smallest side so the shape cannot fold through itself. On a squircle it drives the superellipse exponent instead — low is nearly a circle, high is nearly a square. | float | 0.2 |
| Start AngleWhere the sweep begins, in degrees. Every round shape is built by sweeping a profile, so this and End Angle cut a wedge out of ANY of them — a sphere, a cone, a torus, not only the tube and arc. | float | 0 |
| End AngleWhere the sweep ends, in degrees. 360 is a closed shape. Ending below Start opens the shape the other way round rather than sweeping backwards, so the two can be dragged in any order. Resolution counts segments per FULL revolution, so a quarter sweep costs a quarter of the mesh instead of the whole budget. | float | 360 |
| ThicknessThe tube’s wall, in Grafit units, measured inward from Radius. 0 is a single-surface shell with no wall to see — anything above builds a real inner surface, and with both ends capped the tube becomes a closed solid that can be sliced. | float | 0.1 |
| Cap StartCloses the far end — the bottom of a cone, cylinder or tube, the back of an extruded rounded rect. Off leaves it open, which is what you want for a funnel or a sleeve; on makes it a solid, which is what lets a slice be capped. | bool | true |
| Cap EndCloses the near end — the top of a cylinder or tube, the front of an extruded rounded rect. A cone has no top to close: its apex is already a point, so only its base is offered. | bool | true |
| Cap SliceFills the two flat faces a partial sweep exposes, so a cut sphere reads as something sliced rather than as an empty shell. Only appears once Start and End Angle are actually cutting, and only where there is a real cross-section to close: an uncapped tube is a surface, and a face across it would hang in space. | bool | true |
| ResolutionDetail around the main axis — DETAIL, not a segment count, because ico sphere, octa sphere and rounded box subdivide instead of segmenting and grow about fourfold per level. Grafit maps the knob into each shape’s safe range, so it can never ask for a mesh that will not fit. | int | 64 |
| Resolution 2Detail along the second axis — rings up a sphere, segments across a torus tube, steps along a cone. Shapes with only one axis of detail hide it. | int | 32 |
Outputs
| Port | Type |
|---|---|
| Geometry | structure |
| Vertex Count | int |
| Triangle Count | int |
How It Works
Geometry builds a real mesh — 21 shapes with proper topology, normals and UVs, not a sampled point cloud. Sphere, ico-sphere and octa-sphere, box and rounded box, torus, capsule, cone, cylinder, tube, plane, arc, circle, disk, squircle, rounded rect and more.
Only the knobs a given shape actually uses are shown, so the inspector never asks for a Corner Radius on a sphere. The round shapes sweep a profile, which is why Start Angle and End Angle slice any of them open — and the cut face is capped.
It rebuilds only when a parameter changes, so a still shape costs nothing per frame; and when a parameter is animated, the mesh is updated on the GPU rather than rebuilt from scratch.
The Geometry output is the currency of the whole 3D family: it goes to a 3D Scene's Mesh to be rendered, to any operator to be reshaped, to Geometry to Points to be drawn as a cloud, to Raycast to be picked against, and to a Particle Collider to be bounced off.
Use Cases
- The base of any 3D patch — A shape, an operator or two, a Mesh in a scene.
- Sliced forms — Start and End Angle turn a torus into an arc and a cylinder into a trough.
- A collider — Particles bouncing off a real sphere or box rather than an analytic primitive.
- Point-cloud source — Geometry to Points scatters a cloud over a real surface with correct density.
- Profiles and spines — A circle for Sweep's profile, a plane for a terrain to be displaced.
Tips
- Resolution and Resolution 2 are the two axes of a swept shape — raise the one that looks faceted, not both.
- Ico-sphere and octa-sphere have far more even triangles than a UV sphere; use them when the surface will be deformed or displaced.
- A shape with few vertices has nothing for Geometry Noise or Deform to bite into — Subdivide first.
- Cap Start, Cap End and Cap Slice control whether the openings are closed; an open shell is what Shell wants.
- Vertex Count and Triangle Count are live — watch them while raising Resolution.
Open Geometry in the interactive catalog →
Geometry is one of 381 nodes in Grafit Pro.
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