Overview
Cuts the shape of one Solid out of another using SDF difference. It is the main tool for sculpting by removal—windows, doors, cave openings, and engraved patterns—and the Solid lane's greatest advantage over the Model lane.
- 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
- Make the cutting shape slightly larger than the body and longer through the cut direction. This prevents coincident faces from causing visual artifacts.
- For repeated cutouts such as windows in a wall, duplicate the cutter first with
solid_array, then subtract once for a clearer graph. - For shallow engraving, intersect a thin cutter only slightly with the surface.
Common pitfalls
- The cut surface flickers or shows stripes: cutter and body faces are exactly coplanar, equivalent to Z-fighting. Enlarge the cutter through the cut direction to separate the faces.
- Inputs are reversed: roles are body − cutter. Reversing them leaves the cutter side.
Examples
Windows, doors, holes, and engraving. Create a room with ボックス − ボックス.
Related nodes
solid_combine/solid_intersect— union and intersectionsolid_array— repeat the cutting shapesolid_shell— quickly hollow the entire object into a shellsolid_render— rasterize the result to pixel art