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Solid Ramp

solid_ramp

Generates a wedge ramp rising toward +y. Sizes are in units; Solid Render converts them to pixels via its pixels-per-unit setting (default 16).

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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
width
Float
10.05–32 / step 0.05

坂の幅です。

奥行き
depth
Float
10.05–32 / step 0.05

坂の奥行きです。

高さ
height
Float
10.05–32 / step 0.05

坂の高さです。

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

Creates a wedge-shaped ramp that rises toward the back (+y). It is a basic solid primitive for slopes without steps, including ramps, shed roofs, and embankments. Use solid_stairs when you need steps.

  • Coordinate system: z-up (x right, y back, z up). Dimensions are in units (converted to pixels at render time with pixels_per_unit).

Usage tips

  • The go-to roof setup places it on a solid_box wall for a shed roof. Put two ramps face to face (rotate one 180 degrees with solid_transform) for a gable roof.
  • Alongside solid_stairs, it is a terrain component for isometric map assets. Keep width, depth, and height consistent so the pieces align as tiles.
  • Apply a small amount of solid_round to soften the ramp edges.

Related nodes

  • solid_stairs — version with steps
  • solid_box — matching foundation or wall
  • solid_transform — adjust orientation and position
  • solid_render — convert to pixel art

Examples

Use it for ramps and shed roofs.

Back to Node List
Solid Ramp — PixPipeline Node Reference