GeoCube

The GeoCube node creates a cube object in the scene with a prim path variable {parent}/{nodename} which is equal to the node name, such as /GeoCube1 or /GeoCube5. You can change the prim path to update the scene graph as required and set the object's Kind, Purpose, and Visibility.

Nuke only uses Kinds with the GeoDrawMode node, which allows you to display complicated geometry in a simplified form, such as a bounding box or crossed cards, to load scenes faster. It's also good practice to follow the conventions on the use of Kind to create properly-constructed USD stages if you intend to export the scene for use in your pipeline.

The Purpose dropdown controls the type of geometry this object represents. The Viewer node's Properties > 3D tab controls which purposes are visible in the 3D Viewer, Render, Proxy, or Guide. The default option essentially means 'always render this object', it has no special properties as far as renderers are concerned.

Visibility affects whether the object is visible or invisible when you export the scene. The default value is inherited, meaning the object's visibility is controlled by its parent object. You can set the cube's appearance using the color and opacity controls and the rows/columns settings determine how many vertices the object is split into.

Setting the Mesh Type to shared vertices and choosing a Subdivision option allows you to smooth the object. The level of subdivision can be adjusted using the Viewer node's Properties on the 3D tab under Refine Level. The Refine Level only affects the Viewer output, not the final rendered scene.

The Transform tab allows you to translate, rotate, and scale the object locally, rather than using a dedicated GeoTransform node.

See also GeoCard and GeoRevolve.

Tip:  GeoCube's classic 3D system equivalent is the Cube node.

Inputs and Controls

Connection Type

Connection Name

Function

Input

unnamed

The previous stage in the scene to which you want to add geometry.

img

The image file containing the material you want to apply to the object.

Control (UI)

Knob (Scripting)

Default Value

Function

GeoCube Tab

Path

prim_path

none

The root path of the new object. Path defaults a prim path variable {parent}/{nodename} which is equal to the node name, such as GeoCube1 or GeoCube5.

Parent Type

parent_type

Xform

Sets the type of prim to create if there are missing ancestors in the path.

Note:  Setting the Parent Type to None may cause some referenced objects to behave as if they don't exist.

Kind

kind

group

Sets the Kind associated with this object. Nuke only uses Kinds with the GeoDrawMode node, which allows you to display complicated geometry in a simplified form, such as a bounding box or crossed cards, to load scenes faster. It's also good practice to follow the conventions on the use of Kind to create properly-constructed USD stages if you intend to export the scene for use in your pipeline. The model option is valid, but should not be used in most cases:

model - the root prim in the scene, which is a superclass of group and component.

assembly - used to denote an important group in the scene.

group - a container for other kinds.

component - a leaf kind, which cannot contain other kinds apart from subcomponents.

subcomponent - a special leaf kind for use in components.

Purpose

purpose

default

Sets the object’s purpose, which can be used to control how a scene is rendered:

default - the object has no particular purpose and is rendered by default.

render - the object is the full resolution version for use when rendering the scene.

proxy - the object is a proxy version used for test purposes, which can be a lower resolution to decrease render times.

guide - the object is not rendered, but is visible in the Viewer for reference.

Note:  The render, proxy, and guide purposes are only displayed in the 3D Viewer when they are enabled in the Viewer Properties in the 3D tab.

Visibility

visibility

inherited

Controls whether the object and its descendants are visible in the scene. Making objects invisible can increase scene performance.

inherited - the object's visibility is controlled by its parent.

invisible - the object and its descendants are invisible in the scene.

Display Color

display_color

1

Sets the color applied to the faces of the object. You can use the sliders, color picker, or colorwheel to select the required color.

Display Opacity

display_opacity

1

Sets the opacity applied to the faces of the object, where 1 is fully opaque and 0 is fully transparent.

Double Sided

double_sided

off

When enabled, the selected color and opacity is applied to both sides of the object's faces.

Rows/Columns

rows

10

Sets the number of rows on each face of the object. The maximum value is 512, but high values may cause instability.

columns

10

Sets the number of columns on each face of the object. The maximum value is 512, but high values may cause instability.

Cube

cube

-0.5, 0.5

Specifies the dimensions of the cube (from a positive z axis viewpoint):

x - controls the left face on the x axis.

y - controls the bottom face on the y axis.

n - controls the back face on the z axis.

r - controls the right face on the x axis.

t - controls the top face on the y axis.

f - controls the front face on the z axis.

Mesh Type

mesh_type

separate vertices

Determines how vertices and faces are affected by the Subdivision control:

separate vertices - edge vertices are separated so that they are not affected by Subdivision.

shared vertices - vertices are shared between the faces and end caps so that when Subdivision is enabled, the chosen smoothing method is applied.

Note:  The level of subdivision can be adjusted using the Viewer node's Properties on the 3D tab under Refine Level. The Refine Level only affects the Viewer output, not the final rendered scene.

separate faces - separate face meshes are added to the scene graph for the body and end caps. Enabling Subdivision has no effect.

Normals

normals

none

Sets the type of normals generated:

none - no normals are generated on the base prim, but may be generated by subdivision.

face-vertex - normals are generated for face vertices.

Tip:  Normals are not displayed in the Viewer by default. If you want to display normals in the Viewer, press S over the Viewer, go to the 3D tab in the Viewer Properties panel, and enable the show > normals options by clicking the required buttons.
See the Viewer node for more information.

Subdivision

subdivision_scheme

none

Sets the subdivision method to apply when Mesh Type is set to shared vertices:

catmullClark

loop

bilinear

none

Note:  The level of subdivision can be adjusted using the Viewer node's Properties on the 3D tab under Refine Level. The Refine Level only affects the Viewer output, not the final rendered scene.

Boundary

interpolate_boundary

none

Controls where interpolation is applied at boundaries between faces:

none

edge only

edge and corner

Transform Tab

file_menu

N/A

Select to import or export a channel file:

Import chan file - import a channel file and transform the object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou.

Export chan file - export the translation parameters that you’ve applied to the object as a channel file. This is a useful method of sharing setups between artists.

snap_menu

N/A

Choose what a selection in the Viewer or pivot point is snapped to in the Viewer:

Geo to Selection (position) - the object is snapped to a new position depending on the points selected.

Geo to Selection (position, orientation) - the object is snapped to a new position and orientation depending on the points selected.

Geo to Selection (position, orientation, size) - the object is snapped to a new position, orientation, and size depending on the points selected.

Pivot Point to Selection (position) - the pivot point is snapped to a new position depending on the points selected.

Pivot Point to Selection (position, orientation) - the pivot point is snapped to a new position and orientation depending on the points selected.

Pivot Point to Selection (orientation) - the pivot point is snapped to a new position, orientation, and size depending on the points selected.

Transform Order

xform_order

SRT

Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS.

Rotation Order

rot_order

ZXY

Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.

Translate

translate

0, 0, 0

Lets you translate the object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the object in the 3D Viewer.

Rotate

rotate

0, 0, 0

Lets you rotate the object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer.

Scale

scaling

1, 1, 1

Lets you scale the object on the x, y, and z axes.

Uniform Scale

uniform_scale

1

Lets you scale the object simultaneously on the x, y, and z axes.

Skew

skew

0, 0, 0

Lets you skew the object on the x, y, and z axes.

Pivot Translate

pivot_translate

0, 0, 0

When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation.

You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer.

Pivot Rotate

pivot_rotate

0, 0, 0

Local Matrix

Specify Matrix

use_matrix

off

Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above.

Matrix

matrix

N/A

The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls.

Check specify matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene.