|On this page|
Placing a Box in the viewer
Place the box anywhere in the scene
Place the box at the origin
For more information, see Box handles.
Type of geometry to create.
Construct the box from size quadrilateral polygons.
Construct the box from a mesh of smaller polygons. Use the Axis divisions parameters to control the number of polygons the box is made out of.
Creates a mesh primitive. A mesh primitive is a single primitive which has a natural UV mapping and which can’t be split apart, unlike the polygon mesh which is made up of individual polygons.
In most cases you will want to use Polygon mesh rather than Mesh.
Construct the box from six NURBS surfaces. Use the Axis divisions parameters to control the number of CVs on the box.
Construct the box from six Bezier patches.
Create only the points without any geometry. If divisions are set, it creates the points in the same order as the Polygon mode. Otherwise, it creates the points in the same order as the Polygon mesh mode.
Creates points in the same order as the Points mode with Divisions set. Fills the resulting dense lattice with hexahedra. These can be thought of as primitive cubes, but they allow arbitrary distortion of the eight corners.
Available when Primitive type is not Polygon. Controls how to construct the box. The “triangles” and “quads” options are ignored when Primitive type is NURBS or Bezier.
The “row” and “column” options create lines (polylines or straight curves, depending on the Primitive type) instead of surfaces.
Creates horizontal lines.
Creates vertical lines.
Rows & Cols
Both Rows and Columns.
Build each face of the box with triangles.
Build each face of the box with four-sided quadrilaterals.
Build the grid with alternating triangles. Each four sided quadrilateral is divided in half making two back to back triangles, with the dividing lines alternating in direction.
Build the grid with reverse triangles. Each four sided quadrilateral is divided in half making two back to back triangles, with the dividing lines all facing the same direction.
Consolidate Corner Points
Welds the corner points of the faces of the box.
Size of the box along xyz axes.
Position of center of box.
Rotation about the center of the box.
Number of divisions along each axis. Available when Primitive type is Polygon Mesh or Mesh.
The order of the surface on each axis.
Available when Primitive type is Polygon, Points, or Primitive. Creates a lattice for use with the Lattice deformer SOP. Turn on the checkbox to create a lattice, and use the fields to control the number of points in each axis.
If you do not wish the interior points, use Axis Divisions and Polygon Mesh or Mesh modes.
Available when Primitive type is Polygon and Divisions is on. Places diagonal lines between points in the lattice.
Oriented Bounding Box (points only)
Available when you connect geometry to the node’s input. Orients the bounding box to the axes of the input geometry instead of the world axes.
This algorithm is based on points and so requires primitives with vertex hulls. It will not work with, for example, a primitive sphere or packed geometry. To get the bounding box of a primitive sphere, first convert it to polygons.
Add Vertex Normals
Adds vertex normals to the box, so that it will have an explicit cusped appearance.
If you connect geometry to this input, Box will create a bounding box for the input geometry. (Otherwise, it uses the parameters to control the size and position of the box.) Use the Oriented bounding box parameter to orient the bounding box to the input geometry instead of the world axes.
The Box SOP is used for more than just creating boxes. It can also envelop existing geometry for specific purposes.
The Box SOP can either create a simple six-sided polygon box, calculate the bounding box size for geometry, or be used in conjunction with the Lattice SOP.
There are two objects within the box.hip file that are examples of this:
The animated_bounding_box object shows how you can envelope an object and surround it with a simple box, even if it is animated. This can be useful when displaying complicated geometry, in which case you would put the display flag on the box object and the render flag on the complicated geometry.
This is an example, a Lattice SOP used in conjunction with the Box SOP. The Box SOP is used to envelope some geometry, in this case a sphere. Divisions is checked to create the proper geometry by referencing the number of divisions in the Lattice SOP.
The top points of the box are grouped by a Group SOP. The Spring SOP uses these points as the Fixed Points from which to create the deformation.
Using the Box SOP in this way allows you to change the incoming geometry (the basic_sphere in this case) and have the box and lattice automatically re-size for you.