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Solid Stairs

solid_stairs

Generates stairs 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

階段の幅です。

奥行き
depth
Float
10.05–32 / step 0.05

階段全体の奥行きです。

高さ
height
Float
10.05–32 / step 0.05

階段全体の高さです。

段数
steps
Int
41–64

段の数です。

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 staircase rising toward the back (+y) in one step. It is a convenient base solid for isometric and game-map assets that avoids stacking one box per step.

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

Usage tips

  • steps and the overall size fully determine the shape; each step has a height of height/steps. For clearly visible steps in pixel art, work backward from pixels_per_unit so each step is 2–4 pixels high.
  • Change direction by rotating in 90-degree increments with solid_transform. Rotate 180 degrees for descending stairs.
  • If a smooth slope is sufficient, solid_ramp has a simpler silhouette.

Related nodes

  • solid_ramp — a slope without steps
  • solid_box — add a landing or base
  • solid_transform — adjust direction and position
  • solid_render — convert it to pixel art

Examples

Use it as a staircase block in an isometric asset.

Back to Node List
Solid Stairs — PixPipeline Node Reference