Primitives

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The Primitives Panel

The Primitives Panel:
Left-clicking on the Primitives button, brings up the primitives panel.

Section 1:
Plane - Cube - Cylinder
Cone - Sphere - Torus

Section 2:
Camera - Infinite Light - Deform Plane
Vertical Text - Local Light - Deform Pipe
Horizontal Text - Spotlight - Deform Cube

Add Plane:

Left-clicking on the Plane button creates a plane in the center of the XY grid with the default resolution of 1. This is not an infinite plane.  Right-clicking on the button brings up the Resolution panel where you can change how many subdividing squares make up the plane. To change the resolution, type in a number, then press the Enter key, now click on the Plane button. The plane is created. See examples below:

The Resolution has to be set before you create the plane.

Add Cube:

Left-clicking on the Cube button creates a cube in the center of the XY grid with the default resolution of 1. Right-clicking on the button brings up the Resolution panel where you can change how many subdividing squares make up each face of the box.  To change the resolution, type in a number, then press the Enter key, now click on the Cube button. The cube is created. See examples below:

The Resolution has to be set before you create the cube.

Add Cylinder:

Left-clicking on the Cylinder button creates a cylinder in the center of the XY grid with the default resolution of Latitude 2, Longitude 16, & Top Radius of 1. Right-clicking on the button brings up the Resolution panel where you can change how many subdividing polygons make up the latitude and longitude.  To change the resolution, type in a number, then press the Enter key, now click on the Cylinder button. The cylinder is created. See examples below:

The Resolution has to be set before you create the cylinder.

Latitude:

Latitude determines how many cross sections make up the cylinder.  On the cylinder with a latitude of 2, the cross sections are the top and bottom.  On the cylinder with a latitude of 4, the cross sections are the top, bottom, and the two in between.

Longitude:

Longitude determines how many polygons make up the circumference of the cylinder. More polygons make smoother objects but also take up more memory and disk space.

Top Radius:

Top Radius determines the size of the top cross section.  This value can range from 0.01 (cone) to 1.00 (cylinder). See below for an example:

The Latitude, Longitude, and Top Radius have to be set before you create the cylinder.

Add Cone:

Left-clicking on the Cone button creates a cone in the center of the XY grid with the default resolution of Latitude 2 & Longitude 16. You cannot change the top radius. Right-clicking on the button brings up the Resolution Panel where you can change how many subdividing polygons make up the latitude and longitude.  To change the resolution, type in a number, then press the Enter key, now click on the Cone button. The cone is created. Latitude & Longitude work the same as for the cylinder. See examples below:

The Resolution has to be set before you create the cone.

Add Sphere:

Left-clicking on the Sphere button creates a sphere in the center of the XY grid with the default resolution of Latitude 8 & Longitude 16. Right-clicking on the button brings up the Resolution Panel where you can change how many subdividing polygons make up the latitude and longitude.  To change the resolution, type in a number, then press the Enter key, now click on the Sphere button. The sphere is created. Latitude & Longitude work the same as for the cylinder & cone. See examples below:

The Latitude & Longitude have to be set before you create the sphere.

Add Torus:

Left-clicking on the Torus button creates a torus in the center of the XY grid with the default resolution of Latitude 16, Longitude 16, & Inner Radius 0.5. Right-clicking on the button brings up the Resolution Panel where you can change how many subdividing polygons make up the latitude and longitude.  To change the resolution, type in a number, then press the Enter key, now click on the Torus button. The torus is created. Latitude & Longitude work the same as for the cylinder, cone, & sphere. See examples below:

The Latitude, Longitude, and Inner Radius have to be set before you create the cylinder.

Inner Radius:

The Inner Radius determines the size of the inside hole of the torus.  This radius can range from 0.001 to 0.999.  See below for examples:


The Latitude, Longitude, and Inner Radius have to be set before you create the cylinder.

Add Text:

Left-clicking on one of the Text buttons, places a text cursor in the scene.  You can then type in the text you want.  Right-clicking on the buttons brings up a browser window where you can choose the font type to use. You must choose the font type before left-clicking on the text buttons. You can add text either horizontal or vertical to the XY grid.

This is an example of text. Notice that it is 2D only? Text can be extruded into 3D shapes using the Sweep tools (see Sweeping page).

Camera & Lights:

Cameras & Lights are discussed on the Viewing & Rendering page.

Add Free-Standing Object for Deformation:

These buttons create free-standing objects that you can deform, then apply the deformation to an object.  Deformation objects do not render. They will be discussed on the Deforming page.

Now that we know how to create the primitives, either move on to Polygons or find out about Moving & Resizing objects.

Up ] Title Bar Menus ] [ Primitives ] Polygons ] Moving & Resizing ] Viewing & Rendering ] Basic Editing ] Gluing & Booleans ] Point Editing ] Basic Sweeping I ] Basic Sweeping II ] Beveling & Tipping ] Paths & Lathing ] Deforming ] Sculpting ] Subdivisions ] Painting - Shading 1 ] Painting - Shading 2 ] Painting - Mapping ] Painting - Procedural 1 ] Painting - Procedural 2 ] Painting - Procedural 3 ]

 

 

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