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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 ...

Primitive node

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.