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List of all the node components used in Nodi.

Math

Domain
Calculate the bounds of the input valuesInputs
  • input values : Number
Outputs
  • resulting domain : Domain
Examples using this Node
Calculate the consecutive domains between the input valuesProperties
  • sum total : Bool
Inputs
  • numbers for consecutive domains : Number
  • if true : Any
  • values are added to a sum-total : Bool
Outputs
  • Domains describing the spaces between the numbers : Domain
Examples using this Node
Construct a numeric domain from two valuesProperties
  • min : Number
  • max : Number
Inputs
  • start value of numeric domain : Number
  • end value of numeric domain : Number
Outputs
  • numeric domain : Domain
Deconstruct a numeric domain into start and end valuesInputs
  • base domain : Domain
Outputs
  • start value of domain : Number
  • end value of domain : Number
  • domain size : Number
Test if a value is included in a domainInputs
  • value to test for inclusion : Number
  • domain to test with : Domain
Outputs
  • true if the value is included in the domain : Bool
  • distance between the value and the nearest value inside the domain : Number
Remap a number from one domain to anotherProperties
  • source : Vector2d
  • destination : Vector2d
Inputs
  • number to remap : Number
  • source domain : Domain
  • target domain : Domain
Outputs
  • remapped value : Number
Operator
Calculate the absolute value of a numberInputs
  • input value : Number
Outputs
  • output value : Number
Add two numbersProperties
  • a : Number
  • b : Number
Inputs
  • a : Number, Complex, Point, Vector
  • b : Number, Complex, Point, Vector
Outputs
  • output : Number, Complex, Point, Vector
Round a number up to the nearest integerInputs
  • input value : Number, Matrix, Point, Vector
Outputs
  • output value : Number, Matrix, Point, Vector
Divide two numbersProperties
  • a : Number
  • b : Number
Inputs
  • a : Number, Complex, Point, Vector
  • b : Number, Complex, Point, Vector
Outputs
  • output : Number, Complex, Point, Vector
Check if two values are equalInputs
  • compare : Any
  • compare to : Any
Outputs
  • equal : Bool
  • not equal : Bool
Round a number down to the nearest integerInputs
  • input value : Number, Matrix, Point, Vector
Outputs
  • output value : Number, Matrix, Point, Vector
Check if all inputs are trueInputs
  • 0th compare : Number, Bool
  • 1th compare : Number, Bool
Outputs
  • result values : Bool
Invert a boolean valueInputs
  • boolean value : Number, Bool
Outputs
  • inverse of input : Bool
Check if any of the input values are trueInputs
  • 0th compare : Number, Bool
  • 1th compare : Number, Bool
Outputs
  • result values : Bool
Check if a number is larger than another numberInputs
  • number to test : Number
  • number to test against : Number
Outputs
  • > : Bool
  • >= : Bool
Calculate the mass addition of a list of numbersInputs
  • Input values for mass addition : Number
Outputs
  • results of mass addition : Number
  • list of partial results : Number
Calculate the mass multiplication of a list of numbersInputs
  • Input values for mass multiplication : Number
Outputs
  • results of mass multiplication : Number
  • list of partial results : Number
Calculate the remainder of a divisionProperties
  • divisor : Number
Inputs
  • dividend : Number
  • divisor : Number
Outputs
  • remainder : Number
Multiply two numbersProperties
  • a : Number
  • b : Number
Inputs
  • a : Number, Complex, Point, Vector
  • b : Number, Complex, Point, Vector
Outputs
  • output : Number, Complex, Point, Vector
Negate a valueInputs
  • input value : Number, Bool, Domain, Matrix, Complex, Point, Vector
Outputs
  • negated value : Number, Bool, Domain, Matrix, Complex, Point, Vector
Calculate the power of a numberProperties
  • power : Number
Inputs
  • input value : Number
  • the exponent : Number
Outputs
  • output value : Number
Round a number to a specified precisionProperties
  • precision : Number
Inputs
  • input value : Number, Matrix, Point, Vector
  • round precision : Number
Outputs
  • output value : Number, Matrix, Point, Vector
Check if a number is smaller than anotherInputs
  • number to test : Number
  • number to test against : Number
Outputs
  • < : Bool
  • <= : Bool
Subtract two numbersProperties
  • a : Number
  • b : Number
Inputs
  • a : Number, Complex, Point, Vector
  • b : Number, Complex, Point, Vector
Outputs
  • output : Number, Complex, Point, Vector
Polynomials
Calculate the square of a numberInputs
  • input value : Number
Outputs
  • output value : Number
Calculate the square root of a numberInputs
  • input value : Number
Outputs
  • output value : Number
Script
Evaluate an expression using the Rhai scripting languageProperties
  • expression : String
Inputs
  • IN[0] : Any
  • IN[1] : Any
Outputs
  • result : Any
  • log : String
Create a callable function using Rhai scripting. Capture textures and parameters as IN[i].Properties
  • script : String
  • function name : String
Inputs
  • IN[0] : Any
Outputs
  • function : Function
Call a function with arguments. Supports Number, Vector, Point inputs.Inputs
  • function : Function
  • arg[0] : Any
Outputs
  • result : Any
  • log : String
Trigonometry
Calculate the arc cosine of a numberInputs
  • input : Number
Outputs
  • arc cosine of input : Number
Calculate the arc sine of a numberInputs
  • input : Number
Outputs
  • arc sine of input : Number
Calculate the arc tangent of a numberInputs
  • input : Number
Outputs
  • arc tangent of input : Number
Calculate the cosine of a numberInputs
  • input : Number
Outputs
  • cosine of input : Number
Converts an angle in radians to degreesProperties
  • value : Number
Inputs
  • angle in radians : Number
Outputs
  • angle in degrees : Number
Convert degrees to radiansProperties
  • value : Number
Inputs
  • angle in degrees : Number
Outputs
  • angle in radians : Number
Calculate the sine of a numberInputs
  • input : Number
Outputs
  • sine of input : Number
Calculate the tangent of a numberInputs
  • input : Number
Outputs
  • tangent of input : Number
Utils
Calculate the average of a list of numbersInputs
  • input values for average : Number
Outputs
  • average of input values : Number
Get the maximum of two numbersInputs
  • first item for comparison : Number
  • second item for comparison : Number
Outputs
  • maximum of first and second item : Number
Get the minimum of two numbersInputs
  • first item for comparison : Number
  • second item for comparison : Number
Outputs
  • minimum of first and second item : Number
Constant PIProperties
  • factor : Number
Inputs
  • factor : Number
Outputs
  • PI multiplied by factor : Number
Linear interpolation between two values: a * (1 - t) + b * tProperties
  • t : Number
Inputs
  • a : Number, Point, Vector
  • b : Number, Point, Vector
  • t : Number, Bool
Outputs
  • result : Number, Point, Vector
Generate random points inside a circle on a planeProperties
  • origin : Point3d
  • radius : Number
  • count : Number
  • seed : Number
Inputs
  • plane : Plane
  • radius : Number
  • count : Number
  • seed : Number
Outputs
  • points : Point

Mesh

Analysis
Deconstruct a face into its three verticesInputs
  • face to deconstruct : MeshFace
Outputs
  • index of first vertex : Number
  • index of second vertex : Number
  • index of third vertex : Number
Deconstruct a mesh into its vertices, faces, and normalsInputs
  • mesh to deconstruct : Mesh
Outputs
  • vertices of mesh : Point
  • faces of mesh : MeshFace
  • normals of mesh : Vector
Extract face normalsInputs
  • mesh for extraction : Mesh
Outputs
  • center points for faces : Point
  • normals for faces : Vector
Check if a mesh is 2-manifoldInputs
  • mesh to check manifoldness : Mesh
Outputs
  • is manifold : Bool
Extract edges from a mesh and categorize by valence (number of adjacent faces)Inputs
  • mesh to extract edges from : Mesh
Outputs
  • edges with a single adjacent face : Curve
  • edges with two adjacent faces : Curve
  • edges with more than two adjacent faces : Curve
Primitive
Construct a face from indices of three verticesInputs
  • index of first vertex : Number
  • index of second vertex : Number
  • index of third vertex : Number
Outputs
  • face : MeshFace
Construct a mesh from a list of vertices and facesInputs
  • vertices of a mesh : Point
  • faces of a mesh : MeshFace
  • normals of a mesh : Vector
Outputs
  • mesh : Mesh
Create a box meshProperties
  • center : Point3d
  • size : Vector3d
  • x faces : Number
  • y faces : Number
  • z faces : Number
Inputs
  • base box : Box
  • face count in x direction : Number
  • face count in y direction : Number
  • face count in z direction : Number
Outputs
  • mesh box : Mesh
Create a plane meshProperties
  • x boundary : Vector2d
  • y boundary : Vector2d
  • x faces : Number
  • y faces : Number
Inputs
  • base boundary : Domain, Curve
  • face count in x direction : Number
  • face count in y direction : Number
Outputs
  • mesh : Mesh
Create an icosphere meshProperties
  • base : Point3d
  • radius : Number
  • subdivisions : Number
Inputs
  • base : Point, Plane
  • radius : Number
  • subdivisions : Number
Outputs
  • mesh icosphere : Mesh
Utils
Flip a meshInputs
  • mesh to flip : Mesh
Outputs
  • flipped mesh : Mesh
Join meshes into a single meshInputs
  • meshes to join : Mesh
Outputs
  • joined mesh : Mesh
Create a mesh from a brep or surfaceInputs
  • brep to meshing : Surface, Brep
  • quality settings : Any
Outputs
  • mesh : Mesh
Create a mesh quality settingsProperties
  • normal tolerance : Number
  • min divs u : Number
  • min divs v : Number
  • min depth : Number
  • max depth : Number
Inputs
  • normal tolerance : Number
  • min divs u : Number
  • min divs v : Number
  • min depth : Number
  • max depth : Number
Outputs
  • quality settings : Any
Create a mesh from a surfaceProperties
  • u divisions : Number
  • v divisions : Number
Inputs
  • surface to meshing : Surface
  • number of divisions in u direction : Number
  • number of divisions in v direction : Number
Outputs
  • uv mesh : Mesh
Weld vertices of a meshProperties
  • threshold : Number
Inputs
  • mesh to weld : Mesh
  • distance threshold between vertices : Number
Outputs
  • welded mesh : Mesh
Unweld vertices of a meshInputs
  • mesh to unweld : Mesh
Outputs
  • unwelded mesh : Mesh
Smooth a mesh using mean curvature flowProperties
  • iterations : Number
  • lambda : Number
Inputs
  • mesh : Mesh
  • iterations : Number
  • lambda : Number
Outputs
  • smoothed mesh : Mesh
Split a mesh into two parts using a planeInputs
  • mesh : Mesh
  • split plane : Plane
Outputs
  • positive side mesh : Mesh
  • negative side mesh : Mesh
Create a 2D convex hull polyline curve from points projected onto a planeProperties
  • normal : Vector3d
Inputs
  • points to project : Point
  • projection plane : Vector, Plane
Outputs
  • convex hull polyline : Curve
Create a 3D convex hull mesh from a list of 3D pointsInputs
  • points for convex hull : Point
Outputs
  • convex hull mesh : Mesh
Generate Voronoi diagram from points projected onto a planeInputs
  • points to generate voronoi cells : Point
  • boundary for voronoi diagram : Curve
  • projection plane (optional) : Vector, Plane
Outputs
  • voronoi cell boundaries (polylines) : Curve
Create contours from a mesh along a directionInputs
  • shape : Mesh
  • start point of contour : Point, Plane
  • normal direction of contour : Vector, Plane
  • distance between contours : Number
Outputs
  • contour : Curve

Intersects

Math
Find the intersection between two line curves analyticallyInputs
  • first line curve : Curve
  • second line curve : Curve
Outputs
  • parameter on first line curve : Number
  • parameter on second line curve : Number
  • point on first line curve : Point
  • point on second line curve : Point
Solve the intersection between a line curve and a planeInputs
  • line curve : Curve
  • plane : Plane
Outputs
  • intersection point : Point
  • parameter on line : Number
  • uv on plane : Point
Solve the intersection between two planes, returns a line if they intersectInputs
  • first plane : Plane
  • second plane : Plane
Outputs
  • intersection line : Curve
Solve the intersection between a mesh and a plane, return section curvesInputs
  • mesh : Mesh
  • section plane : Plane
Outputs
  • section curves : Curve
Physical
Find the intersection between two curves by numerical methodsInputs
  • first curve : Curve
  • second curve : Curve
Outputs
  • intersection points : Point
  • parameters on first curve : Number
  • parameters on second curve : Number
Shape
Boolean difference of meshesInputs
  • first mesh : Mesh
  • second mesh set : Mesh
Outputs
  • difference result : Mesh
Boolean intersection of meshesInputs
  • first mesh : Mesh
  • second mesh set : Mesh
Outputs
  • intersection result : Mesh
Boolean union of meshesInputs
  • meshes to union : Mesh
Outputs
  • union result : Mesh
Boolean difference of a set of planar closed curvesInputs
  • first curve : Curve
  • second curve set : Curve
Outputs
  • difference result : Curve
Boolean intersection of a set of planar closed curvesInputs
  • first curve : Curve
  • second curve set : Curve
Outputs
  • intersection result : Curve
Boolean union of a set of planar closed curvesInputs
  • curves to union : Curve
Outputs
  • union result : Curve

Vector

Grid
Generate a rectangular grid of curves & pointsProperties
  • origin : Point3d
  • sx : Number
  • sy : Number
  • ex : Number
  • ey : Number
Inputs
  • origin of plane : Point, Plane
  • size grid cells in x direction : Number
  • size grid cells in y direction : Number
  • number of grid cells in x direction : Number
  • number of grid cells in y direction : Number
Outputs
  • grid cell outline curves (list of curves in row-major order) : Curve
  • points at grid centers (list of points in row-major order) : Point
Generate a square grid of curves & pointsProperties
  • origin : Point3d
  • size : Number
  • ex : Number
  • ey : Number
Inputs
  • origin of plane : Point, Plane
  • size of grid cells : Number
  • number of grid cells in x direction : Number
  • number of grid cells in y direction : Number
Outputs
  • grid cell outline curves (list of curves in row-major order) : Curve
  • points at grid centers (list of points in row-major order) : Point
Generate points using Poisson-disk sampling within a regionProperties
  • min radius : Number
  • seed : Number
  • relax iterations : Number
  • sampling mode : Category
Inputs
  • sampling region : Curve, Mesh, Box
  • min radius : Number
  • variable radius function f(x,y,z) -> scalar (mesh only) : Function
  • random seed : Number
  • relax iterations (surface mesh only) : Number
Outputs
  • generated points : Point
Plane
Construct a plane from origin, x axis and y axisProperties
  • origin : Point3d
  • x axis : Vector3d
  • y axis : Vector3d
Inputs
  • origin of plane : Point
  • x axis direction of plane : Vector
  • y axis direction of plane : Vector
Outputs
  • plane : Plane
Deconstruct a plane into origin, x axis, y axis and normalInputs
  • plane to deconstruct : Plane
Outputs
  • origin point of plane : Point
  • x axis of plane : Vector
  • y axis of plane : Vector
  • normal of plane : Vector
Flip a plane by reversing or swapping its axesProperties
  • reverse x axis : Bool
  • reverse y axis : Bool
  • swap x and y axis : Bool
Inputs
  • plane to adjust : Plane
  • reverse the x-axis direction : Bool
  • reverse the y-axis direction : Bool
  • swap the x and y axis directions : Bool
Outputs
  • flipped plane : Plane
Construct a plane from 3 pointsInputs
  • origin point : Point
  • x direction point : Point
  • orientation point : Point
Outputs
  • plane : Plane
Construct a plane in XY planeProperties
  • origin : Point3d
Inputs
  • origin of plane : Point
Outputs
  • plane : Plane
Construct a plane in XZ planeProperties
  • origin : Point3d
Inputs
  • origin of plane : Point
Outputs
  • plane : Plane
Construct a plane in YZ planeProperties
  • origin : Point3d
Inputs
  • origin of plane : Point
Outputs
  • plane : Plane
Construct a plane from origin and normal directionProperties
  • origin : Point3d
  • normal : Vector3d
Inputs
  • origin : Point, Vector
  • normal : Vector
Outputs
  • plane : Plane
Find the closest point on a plane to a given sample pointInputs
  • sample point : Point
  • plane : Plane
Outputs
  • closest point on plane : Point
  • uv coordinate on plane : Vector
  • distance from sample point to plane : Number
Point
Construct a point in 3D spaceProperties
  • x : Number
  • y : Number
  • z : Number
  • point : Point3d
Inputs
  • x : Number
  • y : Number
  • z : Number
Outputs
  • point : Point
Deconstruct a point into its componentsInputs
  • point to deconstruct : Point
Outputs
  • x component of a point : Number
  • y component of a point : Number
  • z component of a point : Number
Calculate the distance between two pointsInputs
  • first point : Point
  • second point : Point
Outputs
  • distance between two points : Number
Project a point onto a curveInputs
  • point to project : Point
  • projection direction : Vector
  • curve to project onto : Curve
Outputs
  • projected point : Point
Create a point from cylindrical coordinatesProperties
  • base : Point3d
  • angle : Number
  • radius : Number
  • elevation : Number
Inputs
  • base plane : Plane
  • angle : Number
  • radius : Number
  • elevation : Number
Outputs
  • point : Point
Vector
Get the amplitude of a vectorProperties
  • factor : Number
Inputs
  • base vector : Vector, Plane
  • amplitude factor : Number
Outputs
  • resulting vector : Vector
Calculate the angle between two vectorsInputs
  • first vector : Vector, Plane, Curve
  • second vector : Vector, Plane, Curve
  • optional plane for 2D angle : Plane
Outputs
  • angle in radians between two vectors : Number
Construct a vector in 3D spaceProperties
  • x : Number
  • y : Number
  • z : Number
  • vector : Vector3d
Inputs
  • x : Number
  • y : Number
  • z : Number
Outputs
  • vector with components : Vector
  • vector length : Number
Calculate the cross product of two vectorsInputs
  • first vector : Vector, Plane, Curve
  • second vector : Vector, Plane, Curve
Outputs
  • cross product of input vectors : Vector
Deconstruct a vector into its componentsInputs
  • vector to deconstruct : Point, Vector, Plane
Outputs
  • x component of a vector : Number
  • y component of a vector : Number
  • z component of a vector : Number
Rotate a vector around an axisProperties
  • axis : Vector3d
  • angle in degree : Number
Inputs
  • vector to rotate : Vector, Plane, Curve
  • rotation axis : Vector, Plane, Curve
  • rotation angle in radians : Number
Outputs
  • rotated vector : Vector
Create a unit vector along the x-axisProperties
  • factor : Number
Inputs
  • factor : Number
Outputs
  • vector along x-axis multiplied by factor : Vector
Create a unit vector along the y-axisProperties
  • factor : Number
Inputs
  • factor : Number
Outputs
  • vector along y-axis multiplied by factor : Vector
Create a unit vector along the z-axisProperties
  • factor : Number
Inputs
  • factor : Number
Outputs
  • vector along z-axis multiplied by factor : Vector
Create a vector from two pointsProperties
  • normalize : Bool
Inputs
  • base point : Point
  • tip point : Point
  • normalize vector : Bool
Outputs
  • resulting vector : Vector
  • vector length : Number
Measure the length of a vectorInputs
  • vector to measure : Vector, Curve
Outputs
  • vector length : Number

Curve

Analysis
Check if the input curve is closedInputs
  • curve to check : Curve
Outputs
  • true if closed : Bool
Find the closest point on the curve to the input pointInputs
  • point to project curve : Point
  • input curve : Curve
Outputs
  • point on the curve closest to input point : Point
  • parameter on the curve domain of closest point : Number
  • distance between input point and closest point : Number
Measure or modify the domain of a curveInputs
  • curve to measure / modify : Curve
  • optional domain : Number, Domain
Outputs
  • curve with new domain : Curve
  • domain of original curve : Domain
Measure the length of the input curveInputs
  • curve to measure : Curve
Outputs
  • curve length : Number
Find the end points of the curveInputs
  • curve to evaluate : Curve
Outputs
  • curve start point : Point
  • curve end point : Point
Evaluate a curve at a parameterProperties
  • parameter : Number
Inputs
  • curve to evaluate : Curve
  • parameter on curve domain to evaluate : Number
Outputs
  • point on the curve at the parameter : Point
  • tanget vector on the curve at the parameter : Vector
Evaluate a curve at a parameterProperties
  • parameter : Number
Inputs
  • curve to evaluate : Curve
  • parameter on normalized curve domain (0.0 ~ 1.0) : Number
Outputs
  • point on the curve at the normalized parameter : Point
Extract NURBS control points and knots from a curveInputs
  • curve to analyze : Curve
Outputs
  • control points : Point
  • weights : Number
  • knots : Number
  • degree : Number
Division
Divide a curve into segmentsProperties
  • segments : Number
Inputs
  • curve to divide : Curve
  • segments : Number
Outputs
  • points : Point
  • tangents : Vector
  • parameters : Number
Shatter a curve at multiple parametersInputs
  • curve to trim : Curve
  • parameter to split at : Number
Outputs
  • shatterred remains : Curve
Primitive
Create an arc from a base plane, radius, and anglesProperties
  • base : Point3d
  • radius : Number
  • start angle : Number
  • end angle : Number
Inputs
  • base plane : Point, Plane
  • radius : Number
Outputs
  • arc curve : Curve
Create an arc from start point, end point, and direction at startProperties
  • start : Point3d
  • end : Point3d
  • direction : Vector3d
Inputs
  • start point of arc : Point, Plane
  • end point of arc : Point, Plane
  • direction at start : Vector, Plane
Outputs
  • resulting arc : Curve
  • arc plane : Plane
  • arc radius : Number
Create an arc from three pointsProperties
  • start : Point3d
  • middle : Point3d
  • end : Point3d
Inputs
  • start point of arc : Point, Plane
  • middle point of arc : Point, Plane
  • end point of arc : Point, Plane
Outputs
  • resulting arc : Curve
  • arc plane : Plane
  • arc radius : Number
Create a circle from a base plane and radiusProperties
  • base : Point3d
  • radius : Number
Inputs
  • base plane : Point, Plane
  • radius : Number
Outputs
  • circle curve : Curve
Create a circle from three pointsInputs
  • first point on circle : Point, Vector, Plane
  • second point on circle : Point, Vector, Plane
  • third point on circle : Point, Vector, Plane
Outputs
  • resulting circle curve : Curve
  • circle plane : Plane
  • circle radius : Number
Create a line from a start point and end pointProperties
  • start : Point3d
  • end : Point3d
Inputs
  • start point of line curve : Point, Vector, Plane
  • end point of line curve : Point, Vector, Plane
Outputs
  • line curve : Curve
Create a line from a start point, direction, and lengthProperties
  • direction : Vector3d
  • length : Number
Inputs
  • start point of line curve : Point, Vector, Plane
  • line direction : Vector, Plane
  • line length : Number
Outputs
  • resulting line curve : Curve
Create a rectangle from a base plane, x domain, and y domainProperties
  • origin : Point3d
  • x domain : Vector2d
  • y domain : Vector2d
Inputs
  • base plane : Point, Plane
  • x domain : Number, Domain
  • y domain : Number, Domain
Outputs
  • rectangle curve : Curve
Spline
Create a NURBS curve by interpolating pointsProperties
  • degree : Number
  • periodic : Bool
  • knot : Category
Inputs
  • interpolating points : Point
  • curve degree : Number
  • periodic curve : Bool
  • knot style (0: uniform, 1: chordal, 2: centripetal) : Number
Outputs
  • resulting curve : Curve
  • curve length : Number
  • curve domain : Domain
Create iso curves from a surfaceProperties
  • uv : Vector2d
Inputs
  • base surface : Surface
  • uv : Point, Vector
Outputs
  • U iso curves : Curve
  • V iso curves : Curve
Create a NURBS curve from control points & degree & periodicityProperties
  • degree : Number
  • periodic : Bool
Inputs
  • control points : Point
  • curve degree : Number
  • periodic curve : Bool
Outputs
  • resulting curve : Curve
  • curve length : Number
  • curve domain : Domain
Create a polyline from a list of pointsProperties
  • closed : Bool
Inputs
  • vertex points : Point
  • close polyline : Bool
Outputs
  • resulting polyline : Curve
Utils
Convert a curve to a polyline with a given normal toleranceProperties
  • tolerance : Number
Inputs
  • curve to convert : Curve
  • normal tolerance : Number
Outputs
  • polyline curve : Curve
  • number of polyline segments : Number
Explode a curve into its segmentsInputs
  • curve to explode : Curve
Outputs
  • exploded segments : Curve
  • verticies of the exploded segments : Point
Flip the input curveInputs
  • curve to flip : Curve
Outputs
  • flipped curve : Curve
Join the input curvesProperties
  • threshold : Number
Inputs
  • curves to join : Curve
Outputs
  • joined curves : Curve
Inflate a curveProperties
  • distance : Number
  • cap : Category
  • join : Category
  • side : Category
Inputs
  • polyline curve to inflate : Curve
  • inflation distance : Number
  • plane for inflation (optional) : Plane
  • cap type (1: butt, 2: square) : Number
  • join type (1: bevel, 2: miter) : Number
  • side type (1: inner, 2: outer, 3: both) : Number
Outputs
  • inflated curves : Curve
Fillet the sharp corners of the input curveProperties
  • radius : Number
Inputs
  • curve to fillet : Curve
  • fillet radius : Number
Outputs
  • fillet curve : Curve
Fillet the sharp corner of the input curve at the given parameterProperties
  • parameter : Number
  • radius : Number
Inputs
  • curve to fillet : Curve
  • parameters to fillet at : Number
  • fillet radii (single value or list with same length as parameters) : Number
Outputs
  • fillet curve : Curve
Offset the input curveProperties
  • distance : Number
  • corner : Category
Inputs
  • curve to offset : Curve
  • offset distance : Number
  • plane for offset (optional) : Plane
  • corner type (1: sharp, 2: round, 3: smooth, 4: chamfer) : Number
Outputs
  • offset curve : Curve
Reparameterize a curveInputs
  • curve to reparameterize : Curve
Outputs
  • reparameterized curve : Curve
Create a text curveProperties
  • text : String
  • scale : Number
  • margin : Number
Inputs
  • text : String
  • text scale : Number
  • margin between characters : Number
Outputs
  • text curves : Curve

Display

Vector
Preview point list in viewportProperties
  • size : Number
Inputs
  • Point list to display : Point, Plane
  • Point size : Number
Preview vectors in viewportInputs
  • anchor point : Point, Vector, Plane
  • vector to display : Vector, Plane
Visualize Implicit distance field slice as iso-contours in viewportProperties
  • resolution : Vector2d
  • slice position : Number
  • slice axis : Category
  • view mode : Category
  • flip direction : Bool
  • color mode : Category
Inputs
  • implicit : Implicit
  • bounds (optional) : Box
  • resolution : Number, Vector
  • slice position : Number
  • slice axis : Number
  • view mode (0=Both, 1=Heatmap, 2=Implicit) : Number
  • flip direction : Number, Bool
Display a texture image in the viewportProperties
  • position : Vector2d
  • size : Vector2d
Inputs
  • texture : Texture
  • position : Point, Vector
  • size : Number, Point, Vector
Display geometry with a clipping planeProperties
  • origin : Point3d
  • direction : Vector3d
Inputs
  • geometry : Curve, Surface, Brep, Mesh, Box
  • clip plane : Plane

Surface

Analysis
Compute the area of a geometryInputs
  • geometry for area computation : Curve, Surface, Brep, Mesh, Box
Outputs
  • area of geometry : Number
  • area centroid of geometry : Point
Get the properties of a BoxInputs
  • box to get properties from : Box
Outputs
  • center of box : Point
  • min of box : Point
  • max of box : Point
  • area of box : Number
  • volume of box : Number
Deconstruct a BBox into its componentsInputs
  • box to deconstruct : Box
Outputs
  • plane of box : Plane
  • x domain of box : Domain
  • y domain of box : Domain
  • z domain of box : Domain
Deconstruct a Brep into its faces, edges, and verticesInputs
  • brep to deconstruct : Brep, Box
Outputs
  • faces of brep : Surface
  • edges of brep : Curve
  • vertices of brep : Point
Evaluate a surface at a given UV coordinateProperties
  • uv : Vector2d
Inputs
  • surface to evaluate : Surface
  • uv coordinate to evaluate : Vector
Outputs
  • point at uv : Point
  • normal vector at uv : Vector
  • frame at uv : Plane
Find the closest point on a surface to a given pointInputs
  • sample point : Point
  • surface to search : Surface
Outputs
  • closest point : Point
  • uv coordinate of closest point : Vector
  • distance between sample point and surface : Number
Measure the domain of a surfaceInputs
  • surface to measure : Surface
Outputs
  • u domain of surface : Domain
  • v domain of surface : Domain
Extract NURBS properties from a surfaceInputs
  • surface to analyze : Surface
Outputs
  • control points : Point
  • weights : Number
  • u knots : Number
  • v knots : Number
  • u count : Number
  • v count : Number
  • u degree : Number
  • v degree : Number
Freeform
Create boundary surfaces from a list of boundary curvesInputs
  • boundary curves : Curve
Outputs
  • boundary surfaces : Surface
Extrude a profile curve or surfaceInputs
  • profile surface or curve : Curve, Surface, Implicit
  • extrusion direction : Vector
Outputs
  • extrusion result : Surface, Brep, Implicit
Extrude a profile curve or surface to a pointInputs
  • profile surface or curve : Curve, Surface
  • extrusion tip : Point, Vector
Outputs
  • extrusion result : Surface, Brep
Loft a list of section curves into a surfaceProperties
  • section degree : Number
Inputs
  • section curves : Curve
  • section degree : Number
Outputs
  • resulting lofted surface : Surface
Create a pipe from a base curveProperties
  • radius : Number
  • cap : Category
Inputs
  • base curve : Curve
  • pipe radius : Number
Outputs
  • resulting pipe : Surface, Brep
Loft a list of section curves into a surfaceProperties
  • angle domain : Vector2d
Inputs
  • profile curve : Curve
  • revolution axis : Vector
  • angle domain : Number, Domain
Outputs
  • resulting surface : Surface
Sweep a profile curve along a path curveProperties
  • degree : Number
Inputs
  • profile curve : Curve
  • rail curve : Curve
  • degree : Number
Outputs
  • resulting surface : Surface
Create a NURBS surface from a grid of pointsProperties
  • u count : Number
  • u degree : Number
  • v degree : Number
  • interpolate : Bool
Inputs
  • points : Point
  • u count : Number
  • u degree : Number
  • v degree : Number
  • interpolate : Bool
Outputs
  • surface : Surface
Primitive
Create a bounding box from a geometryProperties
  • union : Bool
Inputs
  • geometry to contain : Point, Curve, Surface, Brep, Mesh, Box, Implicit
  • bounding box orientation plane : Point, Plane
Outputs
  • aligned bounding box in world coordinates : Box
Create a box centered at a given pointProperties
  • origin : Point3d
  • size x : Number
  • size y : Number
  • size z : Number
Inputs
  • base plane : Point, Plane
  • size in x direction : Number, Domain
  • size in y direction : Number, Domain
  • size in z direction : Number, Domain
Outputs
  • box : Box
Create a box from a domainProperties
  • origin : Point3d
  • domain x : Vector2d
  • domain y : Vector2d
  • domain z : Vector2d
Inputs
  • base plane : Point, Plane
  • domain in x direction : Number, Domain
  • domain in y direction : Number, Domain
  • domain in z direction : Number, Domain
Outputs
  • box : Box
Create a plane surface from a plane and dimensionsProperties
  • base : Point3d
  • x : Vector2d
  • y : Vector2d
Inputs
  • surface base plane : Point, Plane
  • dimensions in x direction : Number, Domain
  • dimensions in y direction : Number, Domain
Outputs
  • resulting plane surface : Surface
Create a sphere surface from a base plane and radiusProperties
  • base : Point3d
  • radius : Number
Inputs
  • surface base plane : Point, Plane
  • sphere radius : Number
Outputs
  • resulting sphere surface : Surface
Create a triangle surface from three pointsProperties
  • a : Point3d
  • b : Point3d
  • c : Point3d
Inputs
  • point a : Point
  • point b : Point
  • point c : Point
Outputs
  • resulting triangle surface : Surface
Create a torus surface from a plane, major/minor radii, and domainsProperties
  • base : Point3d
  • major_radius : Number
  • minor_radius : Number
  • u_domain : Vector2d
  • v_domain : Vector2d
Inputs
  • surface base plane : Point, Plane
  • major radius : Number
  • minor radius : Number
  • u domain : Domain
  • v domain : Domain
Outputs
  • resulting torus surface : Surface
Utils
Cap holes in a surfaceInputs
  • geometry to cap holes : Surface
Outputs
  • capped geometry : Brep
Divide a surface into segmentsProperties
  • u segments : Number
  • v segments : Number
Inputs
  • surface to divide : Surface
  • number of segments in u direction : Number
  • number of segments in v direction : Number
Outputs
  • division points : Point
  • normal vectors at division points : Vector
  • parameter coordinates at division points : Vector
Flip a surface to invert its normalProperties
  • direction : Category
Inputs
  • surface to flip : Surface
  • flip direction (0 = U, 1 = V, 2 = UV) : Number
Outputs
  • flipped surface : Surface

Transform

Affine
Project geometry onto a planeProperties
  • plane normal : Vector3d
Inputs
  • base geometry : Point, Vector, Curve, Surface, Brep, Mesh, Box
  • plane : Vector, Plane
Outputs
  • projected geometry : Point, Curve, Surface, Brep, Mesh, Box
Project geometry onto a plane along a given directionProperties
  • plane normal : Vector3d
  • direction : Vector3d
Inputs
  • base geometry : Point, Curve, Surface, Brep, Mesh, Box
  • plane : Vector, Plane
  • direction : Vector
Outputs
  • projected geometry : Point, Curve, Surface, Brep, Mesh, Box
Scale geometry by a given factor around a center pointProperties
  • factor : Number
Inputs
  • base geometry : Point, Curve, Surface, Brep, Mesh, Box, Implicit
  • center of scaling : Point, Vector, Plane
  • scaling factor : Number
Outputs
  • scaled geometry : Point, Curve, Surface, Brep, Mesh, Box, Implicit
Scale geometry by non-uniform factors along input plane axesProperties
  • x factor : Number
  • y factor : Number
  • z factor : Number
Inputs
  • base geometry : Point, Curve, Surface, Brep, Mesh, Box, Implicit
  • base plane : Point, Vector, Plane
  • scaling factor in x direction : Number
  • scaling factor in y direction : Number
  • scaling factor in z direction : Number
Outputs
  • scaled geometry : Point, Curve, Surface, Brep, Mesh, Box, Implicit
Array
Create a linear array of geometryProperties
  • direction : Vector3d
  • count : Number
Inputs
  • geometry : Point, Curve, Surface, Brep, Mesh, Box, Implicit
  • linear array direction : Vector
  • number of elements in array : Number
Outputs
  • arrayed geometry : Point, Curve, Surface, Brep, Mesh, Box, Implicit
Create a rectangular array of geometryProperties
  • x boundary : Vector2d
  • y boundary : Vector2d
  • x count : Number
  • y count : Number
Inputs
  • geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
  • rectangle : Domain, Curve
  • number of elements in x direction : Number
  • number of elements in y direction : Number
Outputs
  • arrayed geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
Euclidean
Mirror geometry along a planeInputs
  • geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
  • mirror plane : Plane
Outputs
  • mirrored geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
Move geometry by a given translation vectorProperties
  • translation vector : Vector3d
Inputs
  • geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
  • translation vector : Point, Vector
Outputs
  • translated geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
Orient geometry from one plane to anotherInputs
  • geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
  • initial plane : Plane
  • target plane : Plane
Outputs
  • oriented geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
  • orientation transform : Matrix
Rotate geometry around an axisProperties
  • angle : Number
  • center : Point3d
  • axis : Vector3d
Inputs
  • geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
  • rotation angle in radians : Number
  • center of rotation : Point
  • axis of rotation : Vector
Outputs
  • translated geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
Rotate geometry on a planeProperties
  • angle : Number
Inputs
  • geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
  • rotation angle in radians : Number
  • base plane : Point, Plane
Outputs
  • rotated geometry : Point, Plane, Curve, Surface, Brep, Mesh, Box, Implicit
Map a geometry to a target surface space from its location relative to a source surface spaceInputs
  • geometry to map : Point, Curve, Mesh
  • source surface : Surface
  • target surface : Surface
Outputs
  • mapped geometry : Point
Utils
Group a list of geometriesInputs
  • objects to group : Curve, Surface, Brep, Mesh, Box
Outputs
  • resulting group : Group
Ungroup a group of geometriesInputs
  • group to ungroup : Group
Outputs
  • objects in group : Curve, Surface, Brep, Mesh, Box

Sets

List
Dispatch a list based on a patternInputs
  • list to dispatch : Any
  • dispatch pattern (default: [true, false]) : Number, Bool
Outputs
  • culled list : Any
  • rest list : Any
Insert items into a list at specified indicesProperties
  • wrap : Bool
Inputs
  • list to modify : Any
  • items to insert : Any
  • insersion index : Number, Bool
  • indices will be wrapped or not : Bool
Outputs
  • modified list : Any
Get the index of an item in a listInputs
  • list to search : Any
  • item to search for : Any
Outputs
  • the index of item in the list, -1 if not found : Number
Get an item from a listProperties
  • index : Number
Inputs
  • base list : Any
  • index : Number
Outputs
  • item at index : Any
Get the number of items in a listInputs
  • base list : Any
Outputs
  • number of items : Number
Partition a list into chunksInputs
  • list to partition : Any
  • size of partitions : Number
Outputs
  • list chunks : Any
Reverse the order of items in a listInputs
  • list to reverse : Any
Outputs
  • reversed list : Any
Shift the items in a list by a given offsetProperties
  • offset : Number
  • wrap : Bool
Inputs
  • list to shift : Any
  • offset : Number
  • wrap : Bool
Outputs
  • shifted list : Any
Sort the items in a listInputs
  • sort keys : Number
  • values to sort : Any
Outputs
  • sorted keys : Number
  • sorted values : Any
Weave multiple lists into one listInputs
  • patterns as list (default: [0, 1]) : Number, Bool
  • input stream at index 0th : Any
  • input stream at index 1th : Any
Outputs
  • weave result : Any
Sequence
Cull items from a list by indexProperties
  • culling index : Number
  • wrap : Bool
Inputs
  • list to cull : Any
  • culling indices : Number
  • wrap indices to list range : Bool
Outputs
  • culled list : Any
  • rest list : Any
Cull items from a list based on a patternInputs
  • list to cull : Any
  • culling pattern : Number, Bool
Outputs
  • culled list : Any
  • rest list : Any
Generate random numbersProperties
  • domain : Vector2d
  • count : Number
  • seed : Number
Inputs
  • domain of random numeric range : Number, Domain
  • number of random values : Number
  • seed of random values : Number
Outputs
  • random numbers : Number
Generate a sequence of numbers within a rangeProperties
  • range : Vector2d
  • step : Number
Inputs
  • domain of numeric range : Number, Domain
  • number of steps : Number
Outputs
  • range numbers : Number
Generate a series of numbersProperties
  • start : Number
  • step : Number
  • count : Number
Inputs
  • start : Number
  • step : Number
  • count : Number
Outputs
  • result series : Number
Text
Concatenate text fragmentsProperties
  • separator : String
Inputs
  • 0th text fragment : String
  • 1th text fragment : String
Outputs
  • concat text : String
Join text fragmentsProperties
  • separator : String
Inputs
  • text fragments to join : String
  • separator : String
Outputs
  • joined text : String
Tree
Flatten a data treeInputs
  • data tree to flatten : Any
Outputs
  • flattened data tree : Any
Flip a data treeInputs
  • data tree to flip : Any
Outputs
  • flipped data tree : Any
Graft a data treeInputs
  • data tree to graft : Any
Outputs
  • grafted data tree : Any
Merge data treesInputs
  • 0th target : Any
  • 1th target : Any
Outputs
  • merged output : Any
Shift paths in a data treeProperties
  • offset : Number
Inputs
  • data tree to shift : Any
  • number of offset : Any
Outputs
  • shifted data tree : Any
Simplify a data treeInputs
  • data tree to simplify : Any
Outputs
  • simplified data tree : Any
Split a data tree based on a set of masksProperties
  • mask : String
Inputs
  • data tree to split : Any
  • splitting masks : String
Outputs
  • positive set of data (all branches that match any of the masks) : Any
  • negative set of data (all branches that do not match any of the masks) : Any
Filter a stream based on a gate streamProperties
  • index : Number
Inputs
  • index of gate stream : Number, Bool
  • input stream at index 0th : Any
  • input stream at index 1th : Any
Outputs
  • filtered stream : Any
Gate a stream based on a gate indexProperties
  • index : Number
Inputs
  • input stream : Any
  • gate index of output stream : Number, Bool
Outputs
  • output for gate index 0 : Any
  • output for gate index 1 : Any
Reduce the complexity of a data tree by merging the outermost branchesProperties
  • depth : Number
Inputs
  • data tree to trim : Any
  • depth : Any
Outputs
  • trimmed data tree : Any

Params

Geometry
Create a curve from geometryInputs
  • input geometry : Curve, Surface, Brep
Outputs
  • curve : Curve
Create a point from geometryInputs
  • input data : String, Point, Vector
Outputs
  • point : Point
Input
Map input value to output value using a graphProperties
  • control points : Points2d
  • mapping : Category
Inputs
  • input value : Number
Outputs
  • output value : Number
Map a 2D point (0.0 ~ 1.0) to a 3D point with x, y domainProperties
  • x range : Vector2d
  • y range : Vector2d
  • step : Vector2d
  • value : Vector2d
Inputs
  • x range : Number, Domain
  • y range : Number, Domain
Outputs
  • output 3d point : Point
Output a number within a domainProperties
  • range : Vector2d
  • step : Number
  • value : Number
Outputs
  • output value : Number
Output a string or a list of strings if multi line is true.Properties
  • content : String
  • multi line : Bool
Outputs
  • output value : String
Primitive
Create a boolean valueProperties
  • value : Bool
Inputs
  • input : Number, Bool, String
Outputs
  • output : Bool
Create a number valueProperties
  • value : Number
  • integer : Bool
  • precision : Number
Inputs
  • value : Number, Bool, String
  • integer or not : Bool
Outputs
  • output value : Number
Utils
Import geometry from a bufferProperties
  • buffer : Buffer
  • file name : String
  • format : Category
Outputs
  • imported points : Point
  • imported curve : Curve
  • imported surfaces : Surface
  • imported meshes : Mesh
Relay the input to the outputInputs
  • input : Any
Outputs
  • output : Any
Sub GraphProperties
  • instance_id : String
Sub Graph InputProperties
  • index : Number
Outputs
  • output : Any
Sub Graph OutputProperties
  • index : Number
Inputs
  • input : Any
Output a text file.Properties
  • file name : String
Inputs
  • input : Any
Outputs
  • output : Any
Import texture from a bufferProperties
  • buffer : Buffer
  • file name : String
  • format : Category
Outputs
  • imported texture : Texture
Export points to fileProperties
  • file name : String
  • format : Category
Inputs
  • points : Point
  • file name : String
  • format (0: txt, 1: csv, 2: tsv, 3: json) : Number
Export curves to fileProperties
  • file name : String
  • format : Category
Inputs
  • curves : Curve
  • file name : String
  • format (0: dxf, 1: svg, 2: json) : Number
Export meshes to fileProperties
  • file name : String
  • format : Category
Inputs
  • meshes : Mesh
  • file name : String
  • format (0: stl, 1: obj, 2: gltf, 3: glb, 4: ply, 5: json) : Number
Export surfaces to fileProperties
  • file name : String
  • format : Category
Inputs
  • surfaces : Surface
  • file name : String
  • format (0: stl, 1: obj, 2: gltf, 3: glb, 4: ply, 5: json) : Number
  • meshing quality settings : Quality

Implicit

Implicit modeling uses distance fields (SDF) for smooth boolean operations, lattice structures (TPMS), and GPU-accelerated mesh generation. Primitive
Create a box Implicit primitiveProperties
  • center : Point3d
  • size : Vector3d
Inputs
  • size or box : Vector, Box
Outputs
  • box implicit : Implicit
Create a cylinder Implicit primitiveProperties
  • base : Point3d
  • radius : Number
  • height : Number
Inputs
  • base : Point, Vector, Plane
  • radius : Number
  • height : Number
Outputs
  • cylinder implicit : Implicit
Create an infinite plane Implicit primitiveProperties
  • normal : Vector3d
  • constant : Number
Inputs
  • base plane : Point, Vector, Plane
Outputs
  • plane implicit : Implicit
Create a sphere Implicit primitiveProperties
  • base : Point3d
  • radius : Number
Inputs
  • center : Point, Vector, Plane
  • radius : Number
Outputs
  • sphere implicit : Implicit
Create a torus Implicit primitiveProperties
  • base : Point3d
  • major radius : Number
  • minor radius : Number
Inputs
  • center : Point, Vector, Plane
  • major radius : Number
  • minor radius : Number
Outputs
  • torus implicit : Implicit
Create a distance field from a quadratic Bezier curveProperties
  • p0 : Point3d
  • p1 : Point3d
  • p2 : Point3d
Inputs
  • start point : Point, Vector
  • control point : Point, Vector
  • end point : Point, Vector
Outputs
  • bezier curve implicit : Implicit
Boolean
Subtract one Implicit field from anotherProperties
  • smooth radius : Number
Inputs
  • base : Implicit
  • subtract : Implicit
  • smooth radius : Number
Outputs
  • result : Implicit
Combine Implicit fields using intersection (max) operationProperties
  • smooth radius : Number
Inputs
  • shape A : Implicit
  • shape B : Implicit
  • smooth radius : Number
Outputs
  • intersection : Implicit
Combine Implicit fields using union (min) operationProperties
  • smooth radius : Number
Inputs
  • shapes : Implicit
  • smooth radius : Number
Outputs
  • combined : Implicit
Invert the Implicit field (negate distance, inside becomes outside)Inputs
  • input shape : Implicit
Outputs
  • inverted : Implicit
Modifier
Expand or contract the Implicit surface by a distanceProperties
  • distance : Number
Inputs
  • input shape : Implicit
  • distance : Number
Outputs
  • offset implicit : Implicit
Create a hollow shell around the Implicit surfaceProperties
  • thickness : Number
Inputs
  • input shape : Implicit
  • thickness : Number
Outputs
  • shell implicit : Implicit
Extrude an Implicit shape along a direction. The vector length determines the extrusion length.Properties
  • direction : Vector3d
Inputs
  • profile implicit : Implicit
  • extrusion direction : Vector
Outputs
  • extruded implicit : Implicit
Lattice
Create a beam lattice Implicit structureProperties
  • type : Category
  • unit size : Vector3d
  • beam radius : Number
Inputs
  • lattice type : Number
  • unit cell size or map : Number, Point, Vector, CellMap
  • beam radius : Number
Outputs
  • beam lattice : Implicit
Create a Triply Periodic Minimal Surface (TPMS) Implicit fieldProperties
  • type : Category
  • unit size : Vector3d
  • iso value : Number
Inputs
  • tpms type (0: Gyroid, 1: SchwarzP, 2: SchwarzD, 3: Diamond, 4: Neovius, 5: Lidinoid) : Number
  • unit cell size or map : Number, Point, Vector, CellMap
  • iso value : Number
Outputs
  • TPMS implicit : Implicit
Create a Voronoi distance field from a point cloudProperties
  • padding : Number
  • distance_mode : Category
  • thickness : Number
Inputs
  • seed points : Point
  • padding : Number
  • thickness (number or implicit function f(x,y,z) -> scalar) : Number, Implicit
Outputs
  • voronoi implicit : Implicit
CellMap
Create a rectangular cell map for TPMS/lattice coordinate transformationProperties
  • unit size : Vector3d
Inputs
  • boundary : Curve, Surface, Brep, Mesh, Box, Implicit
  • unit cell size : Number, Point, Vector
  • frame (optional) : Plane
Outputs
  • cell map : CellMap
Create a cylindrical cell map that wraps around a central axisProperties
  • unit radius : Number
  • unit height : Number
  • arc count : Number
  • linear : Bool
Inputs
  • boundary : Curve, Surface, Brep, Mesh, Box, Implicit
  • unit radius : Number
  • unit height : Number
  • arc count : Number
  • frame : Plane
  • linear : Bool
Outputs
  • cell map : CellMap
Create a spherical cell map that wraps around a central pointProperties
  • unit radius : Number
  • latitude count : Number
  • longitude count : Number
  • linear : Bool
Inputs
  • boundary : Curve, Surface, Brep, Mesh, Box, Implicit
  • unit radius : Number
  • latitude count : Number
  • longitude count : Number
  • frame : Plane
  • linear : Bool
Outputs
  • cell map : CellMap
Conversion
Convert an Implicit field to a mesh using GPU marching cubes or dual contouringProperties
  • resolution : Vector3d
  • iso level : Number
  • algorithm : Category
Inputs
  • implicit : Implicit
  • bounds (optional) : Box
  • resolution : Number, Point, Vector
  • iso level : Number
Outputs
  • mesh : Mesh
Convert a mesh to an Implicit fieldInputs
  • mesh to convert : Mesh
Outputs
  • implicit : Implicit
Convert a curve to an Implicit fieldInputs
  • curve to convert : Curve
Outputs
  • curve implicit : Implicit
Convert brep to an Implicit fieldInputs
  • geometry to convert : Curve, Surface, Brep, Mesh, Box
Outputs
  • implicit : Implicit
Script
Create a custom Implicit field using WGSL code. Use p for position (vec3f), IN[i] for scalar/vector params, and INi for Implicit params. Must include return statement.Properties
  • expression : String
Inputs
  • IN[0] : Any
Outputs
  • implicit : Implicit
Export
Export Implicit field to mesh fileProperties
  • file name : String
  • format : Category
  • resolution : Vector3d
  • iso level : Number
Inputs
  • implicit : Implicit
  • file name : String
  • format (0: stl, 1: obj, 2: gltf, 3: glb, 4: ply, 5: json) : Number
  • bounds (optional) : Box
  • resolution : Number, Point, Vector
  • iso level : Number