Cone

A 3D cone mesh.

What it does

Cone builds a cone mesh from a base radius and a height: a flat circular base tapering to a single point at the top. Segments sets how many facets run around the base, from a low-poly faceted look up to a smooth, round cone.

Turn Analytical on to represent the cone as a shape rather than a tessellated mesh. Analytic shapes stay crisp at any zoom and combine natively with other shapes through Distance Field booleans. Mesh-only nodes downstream still work, since the shape is tessellated when it reaches them.

When to use it

ParameterTypeDefault
fillOneOf([Color, FieldOf(Color), ColorArray, Field, Material, MaterialArray, RasterArray])
radiusNumber50
heightNumber100
segmentsNumber32
analyticalBooleanfalse
positionVec3(0, 0, 0)
rotationVec3(0, 0, 0)
scaleVec3(1, 1, 1)
anchorVec3(0, 0, 0)
opacityNumber1

Gotchas

Rotation is not applied while Analytical is on. The analytic cone reads only Position, Radius (scaled), and Height (scaled). Turn Analytical off to tilt or spin the cone.

Segments only matters for the tessellated mesh. While Analytical is on the cone is represented as a shape rather than a triangulated surface, so Segments has no visible effect.

Radius and Height keep scaling in step with the Scale param in Analytical mode, so the cone can be resized without leaving the analytic path.

Worked example

  1. Add a Cone. Set Radius and Height.

  2. Lower Segments for a faceted, low-poly look, or raise it for a smooth cone.

  3. Wire a Color, Image, or Material into Fill to drive the surface.

  4. Turn Analytical on to combine the cone with other shapes through Distance Field booleans; leave it off to rotate the cone or feed it into a mesh-only workflow such as subdivision.

See also

Cylinder · Sphere · Cube · Torus