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Solid Subtract

solid_subtract

Subtracts the cut solid from the base solid.

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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.

Input Ports

NameTypeDescription
ベース
a
Solid
Required
ベース側の立体です。
くり抜き
b
Solid
Required
くり抜き側の立体です。

Output Ports

NameTypeDescription
ソリッド
solid
Solid
合成後の立体です。

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 intersection
  • solid_array — repeat the cutting shape
  • solid_shell — quickly hollow the entire object into a shell
  • solid_render — rasterize the result to pixel art
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Solid Subtract — PixPipeline Node Reference