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Solid Box

solid_box

Generates a box solid. Sizes are in units; Solid Render converts them to pixels via its pixels-per-unit setting (default 16).

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Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Output Ports

NameTypeDescription
ソリッド
solid
Solid
生成した立体です。変形・合成ノードやソリッドレンダリングへつなぎます。

Parameters

NameTypeDefaultRangeDescription / Options
size_x
Float
10.05–32 / step 0.05

x方向の大きさです。

奥行き
size_y
Float
10.05–32 / step 0.05

y方向(奥行き)の大きさです。

高さ
size_z
Float
10.05–32 / step 0.05

z方向(高さ)の大きさです。

角の丸め
round
Float
00–4 / step 0.01

角を丸める半径です。

color
Color
[0.6200000047683716,0.6399999856948853,0.699999988079071,1]

レンダリング時の基本色です。

素材ID
material_id
Text
core:default

レンダリング後の Surface に引き継ぐ素材IDです。例: core:stone

ソリッドID
solid_id
Text

ソリッドレンダリングが面IDを作るときに使う安定IDです。空欄なら自動IDになります。

Overview

The basic part in the Solid sculpting lane: an SDF box. The Solid lane's defining feature is cutting and fusion. Sculpt from this box with solid_combine for fusion and solid_subtract for cutouts. It cannot export GLB, but excels at organic forms.

  • Coordinate system: z-up (x right, y back, z up). Dimensions are in units and are converted to pixels by pixels_per_unit during rendering.

Usage tips

  • Start by running the minimum ソリッドボックス → ソリッドレンダリング → サーフェース光プレビュー to learn how many pixels a 1×1×1 box occupies at a given pixels_per_unit.
  • The basic sculpting loop is place a primitive → position it with solid_transform → add with solid_combine or cut with solid_subtract → inspect in the 3D viewer.
  • Beveling and rounding can come from smooth fusion in Combine, so keep the box simple as a hard primitive.
  • If you need a mesh for a game, use the Model lane with model_box. See the lane comparison in Guide "08 3D Features."

Examples

ソリッドボックス → ソリッドレンダリング is the minimum isometric-block setup.

Related nodes

  • solid_sphere / solid_cylinder / solid_cone / solid_stairs — other primitives
  • solid_combine / solid_subtract / solid_intersect — sculpt the shape
  • solid_transform — place and rotate it
  • model_box — Model-lane version when GLB is required
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Solid Box — PixPipeline Node Reference