meshes and sculpting
model with polygons, push clay with brushes, bring in a GLB or an SVG drawing, and cut or lighten the result with booleans.
Where CAD builds exact solids, meshes are made of triangles you can push, smooth and combine, the way Blender does. The same node handles both, and a boolean can cut a mesh with a CAD solid.
polygon mode
Choose Mesh ▸ Polygon in the mode picker. The ribbon's Create group has Primitive (<kbd>Shift</kbd> <kbd>A</kbd>): box, sphere, cylinder, plane or torus, with width, height, depth, segments and rings. Primitives are built along Y; stand a cylinder up by rotating it.
Pick what you work on with Select vertices (<kbd>1</kbd>), Select edges (<kbd>2</kbd>) and Select faces (<kbd>3</kbd>). The same key again clears the filter.
| tool | key | does |
|---|---|---|
| Move · Rotate · Scale | <kbd>G</kbd> <kbd>R</kbd> <kbd>S</kbd> | transform a mesh; tick copy to duplicate it |
| Extrude faces | <kbd>E</kbd> | pushes faces along their normals |
| Bevel | <kbd>Ctrl</kbd> <kbd>B</kbd> | turns picked edges into flat strips |
| Boolean | <kbd>B</kbd> | union, difference or intersection of two bodies |
| Group | <kbd>Ctrl</kbd> <kbd>G</kbd> | names a set of vertices or faces for later steps |
| Subdivide · Smooth | Catmull-Clark or Loop subdivision; Laplacian smoothing | |
| Decimate · Remesh | fewer triangles by edge collapse; an even triangle grid | |
| Repair · Solidify | weld vertices, drop broken faces, fix winding; give a surface a wall thickness |
A boolean needs both bodies closed and watertight. If it fails, run Repair on the input first. Its second body is used up. A boolean also accepts a CAD solid as its first body and returns a mesh.
sculpt mode
Choose Mesh ▸ Sculpt, select a mesh and paint on it. Four brushes: Grab (<kbd>G</kbd>), Clay (<kbd>C</kbd>), Smooth (<kbd>S</kbd>) and Inflate (<kbd>I</kbd>). <kbd>[</kbd> shrinks the brush and <kbd>]</kbd> grows it; Radius and Strength are in Properties.
Your strokes are saved as one Sculpt step in the timeline. Only you write strokes: the modeler pixie can build the shape under them and re-use them, but doesn't sculpt. Start from a primitive, a Subdivided block or an imported mesh; sculpt needs enough triangles to bend.
bring a mesh in
Import mesh takes .obj, .stl, .glb or .gltf. Add it from the ribbon, press Choose file…, and set Scale (a multiplier; glTF metres become millimetres on their own) and Weld vertices (merge STL points so the mesh is connected).
Models made by an AI 3D-generation node arrive as GLB files, so this is how one becomes something you can edit. The custom buckle's centrepiece is a 299,000-triangle GLB, repaired, scaled and flattened, then fused into the buckle with a boolean.
an SVG drawing becomes a solid
SVG extrudes the filled shapes and stroked lines of a drawing into a solid lying flat, SVG up being +Y. It reads the drawing by reference: a file node holding an SVG, or a design, on the same canvas. When the drawing changes, the step is marked stale until the model has read it again.
Settings in Properties: width (mm across the ink, 50), depth (extrusion, 2), z (height of the bottom), center, rotate, mirror, use (auto, fill or stroke) and strokeWidth for lines. Filled shapes keep their holes.
The source is shown there read-only. Choose it by asking the modeler: "extrude the G drawing 3 mm". Until the drawing has been read the step says it is waiting for it. The custom buckle's two interlocking bands are SVG steps stroked at a parameter width, and the lettering engraved into them is a second SVG, cut out with a boolean.
lighten a plate
Lighten cuts pockets into a plate to save weight and material. Properties:
| setting | default | meaning |
|---|---|---|
pattern | hex | hex, tri, square or round |
cell | 10 mm | pocket size |
wall | 1.8 mm | web between pockets and ring round kept features |
rim | 3 mm | solid band along every edge |
floor | 0.6 mm | left under each pocket; 0 cuts through |
side | top | top or bottom |
Pass bodies that sit on the plate in Keep solid under and the pockets stay clear of them. Because every number is a parameter, you can retune the cell size and the model is lightened again.
limits & good to know
- A boolean or repair step takes time on very dense meshes. Decimate an import before cutting with it.
- Meshes export as GLB, STL and OBJ. A new node starts with STEP, GLB and Render; ask the modeler to declare an STL for the mesh you want to print.
- A sculpt step stores your strokes, not a recipe: you can't drive them from a parameter.
related
checked against the product · 2026-10-23