Cone Node

Cone node.

The Cone node generates a cone mesh that is optionally truncated.

Inputs

Vertices

Number of points on the circle at the top and bottom. No geometry is generated if the number is below three.

Side Segments

Number of edges running vertically along the side of the cone. No geometry is generated if the number is below one.

Fill Segments

Number of concentric rings used to fill the round faces at the top and bottom. No geometry is generated if the number is below one.

Radius Top

The distance of the vertices in the top circle from the Z axis. If this is zero, the vertices in the circle are merged into one.

Radius Bottom

Same as Radius Top but for the bottom circle.

Depth

Height of the generated cone.

Note

If the top and bottom radii are zero, this node will output a single line.

Properties

Fill Type

How the circles at the top and bottom are filled with faces when their radius is larger than zero.

  • None:

    Do not fill the circles.

    N-Gon:

    Fill the innermost segment of the circles with a single face.

    Triangles:

    Fill the innermost segment of the circles with triangles connected to a new vertex on the Z axis.

Outputs

Mesh

Standard geometry output.

Top

A boolean attribute field with a selection of the faces on the top of the cone. If the Fill Type property is set to none, then this will be a selection of the top edges instead. If Radius Top is zero, this will be a selection of the top vertex.

Side

A boolean attribute field with a selection of the faces on the side of the cone.

Bottom

A boolean attribute field with a selection of the faces on the bottom of the cone. If the Fill Type property is set to none, then this will be a selection of the bottom edges instead. If Radius Bottom is zero, this will be a selection of the bottom vertex.

UV Map

A 2D vector representing the default X/Y coordinates of the UV Map for the primitive’s shape. This can be connected to the Store Named Attribute Node, to be used once the Geometry Nodes Modifier get applied. The UV map must be stored on the face corner in order to be accessed.