Definitions

Each definition of the catalog, with its picture

Each definition of the catalog, with the picture that the definition picker shows.

Construct

  • Extrude: Extrudes a 2D cross-section along the Y axis with bounded height
  • Loft: Tapers a child cross-section along the Y axis with height-dependent scaling
  • Revolve: Revolves a 2D cross-section around the Y axis
  • Sweep: Sweeps a child cross-section along a circular arc in the XZ plane

Csg

  • Additive blend: Changes the wall thickness of the first shape by the value of a field.
  • Intersect: Keeps only the overlapping region of all shapes (logical AND)
  • Intersect chamfer: Intersects two or more shapes with a chamfered (beveled) edge at the seams
  • Intersect smooth: Keeps the overlapping region of all shapes with smooth boundaries
  • Subtract: Subtracts shapes from the first shape (logical AND NOT)
  • Subtract chamfer: Removes the cutter from the base and bevels the edge of the cut.
  • Subtract smooth: Subtracts shapes from the first with a smooth blend at the edges
  • Union: Combines two or more shapes into one (logical OR)
  • Union chamfer: Combines two or more shapes with a chamfered (beveled) edge at the seams
  • Union smooth: Combines two or more shapes with a smooth blend at the seams
  • XOR: Exclusive-or of two shapes (keeps only non-overlapping regions)

Deform

  • Bend: Bends child shapes around the X axis
  • Domain fold: Folds the domain radially in the XZ plane to create symmetric repetitions
  • Domain warp: Warps the input domain using 3D value noise for organic distortion
  • Gradient warp: Moves points along the gradient of simplex noise
  • Noise displacement: Displaces a surface using 3D value noise for organic-looking deformation
  • Noise shape: Shapes a noise: fold, bias, gain, complement and an output range
  • Taper: Tapers child shapes, scaling them based on height along the Y axis
  • Twist: Twists child shapes around the Y axis

Field

Field/look

  • Blistered turbulence: Fine lights and darks, almost mineral, from ridged noise
  • Box noise: Smooth, square-looking blobs with little detail
  • Cell noise: Squares of random gray, one value per cell
  • Crackle: Cracked cells with fine detail, like dry skin or asphalt
  • Crumple: Crumpled facets from Worley cells over octaves
  • Crust: Intersecting circular rims around cell points
  • Dents: Twisted, layered dents from warped cells
  • Displaced turbulence: Soft turbulence that drifts along its own slope
  • Electric: Thin bright filaments, like arcs of electricity
  • Flakes: Chips of random gray, like glass or plastic flakes
  • Marble: Veins along an axis, distorted by noise
  • Plateau terrain: Mountains with flat plains between them
  • Puffy cells: Puffy raised areas, one round bump per cell
  • Soft wood: Soft concentric rings with a phase-shifted transition
  • Underwater: Interlocking bands of light, as on the floor of a pool
  • Veins: Thin veins along the walls of cells
  • Wood: Sharp concentric rings disturbed by turbulence

Field/noise

  • Alligator noise: Overlapping bumps of random height, one per cell, as Houdini's Alligator
  • Perlin noise: Improved Perlin gradient noise, fractal, periodic on request
  • Simplex noise: True simplex noise with flow: gradients that turn as it animates
  • Sparse convolution noise: Noise made of random smooth bumps, many per cell
  • Value noise: Value noise, from soft blobs to cells of one value each
  • Worley noise: Cellular noise: F1, F2 - F1 or a blend, Euclidean, Manhattan or Chebyshev

Field/pattern

  • Bricks: A 3D brick bond with mortar joints and soft edges
  • Checker: Cubes of alternating value, for tiles and test patterns
  • Dots: A cubic grid of balls
  • Grid: The lines of a cubic grid
  • Honeycomb: Hexagonal cells with walls, extruded upward
  • Rings: Bands around an axis, for the rings of wood
  • Ripples: Spherical waves from random centers
  • Strata: Layers along an axis, for rock strata and sediment
  • Waves: Ripples around a point, for water and brushed rings

Lattice/honeycomb

Lattice/strut

  • BCC lattice: Body-centered cubic strut lattice with struts from center to corners
  • Column lattice: Parallel vertical columns on a square grid, for loads along one axis.
  • Diamond lattice: Diamond cubic strut lattice, a classic high-stiffness cell for printing.
  • FCC lattice: Face-centered cubic strut lattice with struts along face diagonals
  • Fluorite lattice: Fluorite strut lattice, a denser cousin of the diamond cell.
  • IsoTruss lattice: Cube-edge struts with all body diagonals, for near-isotropic stiffness.
  • Kelvin lattice: Truncated-octahedron (Kelvin cell) strut lattice with BCC connectivity
  • Octahedron lattice: Strut lattice of octahedron edges, with vertices on the cube face centers.
  • Octet truss lattice: Octet truss lattice combining BCC and FCC struts for stretch-dominated structure
  • Simple cubic lattice: Simple cubic strut lattice — struts along every edge of the repeating cube
  • Truncated cube lattice: Strut lattice of truncated-cube edges, with an adjustable truncation.
  • Truncated octahedron lattice: Edge network of the truncated-octahedron honeycomb (Kelvin foam).
  • Voronoi lattice: A Voronoi-cell lattice structure with controllable wall thickness

Lattice/tpms

  • Gyroid: Gyroid triply periodic minimal surface lattice
  • IWP: IWP (I-graph and Wrapped Package) triply periodic minimal surface lattice
  • Lidinoid: Lidinoid triply periodic minimal surface lattice
  • Neovius: Neovius triply periodic minimal surface lattice
  • Schwarz D: Schwarz D (Diamond) triply periodic minimal surface lattice
  • Schwarz P: Schwarz P triply periodic minimal surface lattice
  • Split-P surface: Split-P triply periodic minimal surface lattice (Fischer-Koch).

Modifier

  • Dilate: Expands a shape outward by a specified amount
  • Elongate: Stretches a shape along one or more axes
  • Erode: Shrinks a shape inward by a specified amount
  • Offset: Grows a shape outward, or shrinks it inward for a negative amount.
  • Onion shell: Creates a hollow shell of a shape with a specified thickness
  • Round: Rounds/inflates the edges of a shape by a specified diameter

Part/airfoil

Part/gear

  • Involute gear: A spur gear with involute teeth, set by pitch diameter and tooth count.

Part/thread

  • Acme threaded rod: A leadscrew rod with a 29° trapezoidal Acme thread, single- or multi-start.
  • Threaded rod: A rod with a helical V-thread, ISO metric by default.

Plane

  • Plane: An infinite plane primitive

Polyhedra/archimedean

  • Archimedean solid: The thirteen Archimedean solids, such as the truncated icosahedron.

Polyhedra/box

  • Box: A rectangular box primitive
  • Box frame: A wireframe box (edges only)
  • Rhombus: An extruded rhombus (diamond) shape with rounded corners
  • Rounded box: A box primitive with rounded edges
  • Skewed box: A box sheared along its axes, a parallelepiped with three skew factors.

Polyhedra/catalan

  • Catalan solid: The thirteen Catalan solids, the duals of the Archimedean ones, in one entry.

Polyhedra/johnson

  • Johnson solid: The 92 Johnson solids, such as the square cupola and the snub disphenoid.

Polyhedra/kepler-poinsot

Polyhedra/platonic

  • Platonic solid: The five Platonic solids, from the tetrahedron to the icosahedron.

Polyhedra/prism

  • Antiprism: Two regular polygons, the top turned by half a side, joined by triangles.
  • Prism: A right prism with a regular polygon of 3 to 64 sides as its caps.

Polyhedra/pyramid

  • Bipyramid: Two pyramids joined base to base at a regular polygon of 3 to 64 sides.
  • Pyramid: A right pyramid on a regular polygon of 3 to 64 sides.

Repeat

  • Repeat grid: Repeats child shapes in a 3D grid pattern
  • Repeat linear: Repeats child shapes in a line along one axis
  • Repeat radial: Repeats child shapes in a circular pattern around an axis

Smooth/quadric

  • Cone: A truncated cone primitive
  • Cylinder: A cylindrical primitive
  • Ellipsoid: An ellipsoidal primitive
  • Sphere: A basic sphere primitive

Smooth/revolution

  • Capped torus: A torus arc segment (partial torus)
  • Capsule: A capsule primitive (line segment with rounded ends)
  • Cut sphere: A sphere with a planar cut
  • Pipe: A tube (hollow cylinder) along a line segment
  • Round cone: A cone with hemispherical caps at both ends
  • Rounded cylinder: A cylinder with filleted rim edges, for pins, shafts and bosses.
  • Solid angle: A solid angle (cone section) defined by angle and radius
  • Torus: A torus (donut) primitive
  • Vesica: A 3D vesica piscis shape (intersection of two spheres)

Swept

  • Link: A chain-link shape

Transform

  • Mirror axes: Mirrors child shapes across one or more axes
  • Rotate axis: Rotates child shapes by an angle about an axis through a pivot point.
  • Rotate euler: Rotates child shapes by Euler angles about a pivot point.
  • Rotate euler XYZ: Rotates child shapes by Euler angles applied in the order X, Y, Z.
  • Rotate euler XZY: Rotates child shapes by Euler angles applied in the order X, Z, Y.
  • Rotate euler YXZ: Rotates child shapes by Euler angles applied in the order Y, X, Z.
  • Rotate euler YZX: Rotates child shapes by Euler angles applied in the order Y, Z, X.
  • Rotate euler ZXY: Rotates child shapes by Euler angles applied in the order Z, X, Y.
  • Rotate quaternion: Rotates child shapes by a unit quaternion about a pivot point.
  • Scale per-axis: Stretches child shapes along X, Y and Z, at the cost of an exact distance.
  • Scale uniform: Scales child shapes uniformly about a pivot point, the origin by default
  • Translate axis: Moves child shapes by a distance along a direction.
  • Translate offset: Moves child shapes by an offset in 3D space

Libraries

A library holds functions that other definitions use. It draws nothing, so it has no picture.

  • Fractal library (lib_fractal)
  • Hash library (lib_hash)
  • Noise library (lib_noise)
  • Pattern library (lib_pattern)
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