Cube

A 3D cube mesh.

What it does

Cube generates a six-sided box mesh from a single edge-length value. Like the other primitives it is analytic by default: a shape that stays crisp at any zoom and combines with Distance Field booleans against other shapes. Turn Analytical off to tessellate it into a real Geometry mesh for the 3D scene, and raise Subdivisions to lay a regular grid across each face for cloth simulation, displacement, or any effect that needs more vertices.

Size sets the edge length uniformly on all three axes. For a non-uniform box, stretch it afterwards with the Scale transform parameter. Position places the cube's centre in space and applies while Analytical is on, so the shape stays first-class in boolean and Distance Field workflows rather than only as a fallback mesh.

When to use it

ParameterTypeDefault
fillOneOf([Color, FieldOf(Color), ColorArray, Field, Material, MaterialArray, RasterArray])
sizeNumber100
subdivisionsNumber0
analyticalBooleanfalse
positionVec3(0, 0, 0)
rotationVec3(0, 0, 0)
scaleVec3(1, 1, 1)
anchorVec3(0, 0, 0)
opacityNumber1

Gotchas

Subdivisions only affect the tessellated mesh. While Analytical is on the cube stays an analytic shape and Subdivisions has no visible effect. The value is capped at 48 per face edge, keeping the mesh within safe triangle-count limits for downstream culling.

Even at Subdivisions = 0, each face gets a minimum 2×2 vertex grid (two triangles). There is no lower-poly cube than that once tessellated, so leave Analytical on when the extra vertices are not needed.

Worked example

  1. Add a Cube. Set Size for the edge length.

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

  3. For a simulation-ready mesh, turn Analytical off and raise Subdivisions.

  4. To combine the cube with another shape, keep Analytical on and feed it into a boolean or Distance Field operation.

  5. Use Position, Rotation, Scale, and Anchor to place and stretch the cube in the scene.

See also

Sphere · Cylinder · Torus · Mesh