Studio and Graph › Geometry
Primitive
A shape built from numbers, with no input to wire. Box, sphere, plane, disc, cylinder, cone, capsule or torus, each arriving with proper per-face UVs, split normals (hard edges on a box, smooth on ...

The Primitive node
When to use it
A shape built from numbers, with no input to wire. Box, sphere, plane, disc, cylinder, cone, capsule or torus, each arriving with proper per-face UVs, split normals (hard edges on a box, smooth on a sphere) and polygroups, so it is ready for sculpting, CSG or anything else downstream.
This is where a graph starts when there is nothing to load: a blocking-in shape to sculpt on, a cutter for a boolean, a plane to project onto, a stand-in while you build the rest of the chain.
The details panel only shows the settings the shape you picked actually uses, so the long list below is never all on screen at once.
Pins
| Pin | Type | Description |
|---|---|---|
Mesh |
Mesh | The shape you just built, with UVs, normals and named material sections. |
Settings
| Setting | Type | Description |
|---|---|---|
Shape |
Choice | Which shape to build. The panel only shows the settings that shape actually uses. |
Pivot |
Choice | Where the origin sits: the middle of the shape, or the bottom so it rests on the ground plane. |
Location |
Vector | Where the shape sits in the world, applied after the pivot choice. Changing a size or subdivision setting rebuilds the mesh and leaves this alone. |
Polygroup Per Quad |
True/False | Give every quad its own polygroup instead of one group for the whole shape. Useful when you want to select or mask single faces further down the graph. |
Box Size |
Vector | Box size along X, Y and Z, in world units. |
Box Subdivisions |
Whole number | Quads per edge on every axis. |
Sphere Radius |
Number | Radius in world units. |
Sphere Slices |
Whole number | Segments around the equator. Rows bunch up toward the poles on this sphere; if that pinching bothers you, switch to Sphere (Box). |
Sphere Stacks |
Whole number | Rings from pole to pole. |
Sphere Box Radius |
Number | Radius in world units. |
Sphere Box Subdivisions |
Whole number | Quads along each cube edge before it gets rounded off into a sphere. Quads stay evenly sized and there are no pinched poles, which makes this the better sphere to sculpt on. |
Plane Width |
Number | Size along X, in world units. |
Plane Length |
Number | Size along Y, in world units. |
Plane Subdivisions |
Whole number | Quads per edge in both directions. |
Disc Radius |
Number | Radius in world units. |
Disc Slices |
Whole number | Segments around the circumference. |
Disc Rings |
Whole number | Rings from centre to rim. |
Cylinder Radius |
Number | Radius in world units. |
Cylinder Height |
Number | Height along Z, in world units. |
Cylinder Slices |
Whole number | Segments around the circumference. |
Cylinder Height Subdivisions |
Whole number | Extra subdivisions along the height. |
Cylinder Capped |
True/False | Close off the two ends. Turn it off for an open tube. |
Cone Base Radius |
Number | Radius at the bottom, in world units. |
Cone Top Radius |
Number | Leave this at 0 for a pointed tip. Raise it and the tip flattens into a truncated cone. |
Cone Height |
Number | Height along Z, in world units. |
Cone Slices |
Whole number | Segments around the circumference. |
Cone Height Subdivisions |
Whole number | Extra subdivisions along the height. |
Cone Capped |
True/False | Close off the base, and the flat top as well once the top radius is above 0. |
Capsule Radius |
Number | Radius of the tube and of the two rounded ends, in world units. |
Capsule Mid Length |
Number | Length of the straight middle section. Total height comes out as this plus twice the radius. |
Capsule Slices |
Whole number | Segments around the circumference. |
Capsule Hemisphere Steps |
Whole number | Rings across each rounded end. |
Capsule Mid Subdivisions |
Whole number | Extra subdivisions along the straight middle section. |
Torus Major Radius |
Number | Distance from the centre of the ring out to the middle of the tube. |
Torus Minor Radius |
Number | Thickness of the tube. Push it past the major radius and the tube swallows the hole, leaving a self-intersecting blob. |
Torus Major Slices |
Whole number | Segments around the main ring. |
Torus Minor Slices |
Whole number | Segments around the tube itself. |
Available in Mesh Morpher Graph and Mesh Morpher Studio.