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For extruding polygon faces, use Poly Extrude instead.
You can use this node for:
Extruding and beveling Text and other geometry.
Cusping the beveled edges to get sharp edges.
Making primitives thicker or thinner.
Extrude by default uses the normal of the surface to determine the direction of extrusion. In the case of planar or open polygons, the normal is difficult to determine, and may not always provide the result that you expect. Turn on the Primitive Normals display in the Viewport display options to see the normals.
You can also extrude along an arbitrary vector, or along the face normal. You can specify the number of divisions in the extrusion.
If you want to extrude a line, use the Poly Extrude SOP.
Mouse and Keys
Drag to move the selected extrusion to a new location.
Alt + LMB
Moves the extrusion in direction of the height vector.
Finish the extrusion.
This op can be used for generating two offsetting curves where the distance between the two curves remains constant. To do this, make sure that you set Side Mesh to No Output, the first thickness to zero and adjust the second to increase or decrease the distance of the offset.
If your geometry contains normals that are pointed in many directions (say after reading geometry from a File SOP, or if you have a lot of open or non-planar polygons), you can fix it so that they are suitable for extrusion.
Do this by appending a Group SOP to the SOP that contains your geometry, enable Normal, and reduce the Spread Angle to something less than 180° degrees (e.g. 90). Then append a Primitive SOP, which should work on the group made in the Group SOP. In the Face/Hull page, set the Vertex menu to Reverse.
Now the normals in your geometry will all be oriented in the roughly the same direction, and ready for extrusion. To narrow the tolerance, decrease the Spread Angle further.
If you press Alt and drag the primitive by its normal, each primitive in the selection will be extruded along its normal.
You can also extrude points and edges by enabling them in the selection mask before choosing this operator. Extruded points create open polygons. Extruded edges create meshes or closed polygons.
The primitives to extrude.
The primitives to use as the cross section.
Consolidates points of polygons that would otherwise overlap.
Guarantees no overlapping points.
Provides more uniform control with overlapping only in extreme cases.
Implemented only for backward compatibility.
Type of geometry to create for front face.
Type of geometry to create for back face.
Type of geometry to create for sides with polygonal cross-sections.
Attempts to fit the cross section to the source.
Controls the tangential offset of the cross section profile.
Controls the x scale of the cross section profile.
Moves the entire extrusion forward or backward along the extrusion.
Controls the y scale of the cross section profile.
Translates the cross section such that the vertex specified is at the cross section origin.
Whether sides are to be smooth-shaded or faceted.
Side Cusp Angle
Threshold angle for edge faceting.
If polygons overlap in a plane the inner polygons will be stamped out of the outer polygons in a fashion similar to the hole sop. This allows you to extrude letters like O properly.
The problem with Hole Polygons is that it may incorrectly merge polygons that just happen to overlap. If one had shards of glass flying through space, it may happen that two shards overlap on one frame and will be incorrectly holed. Not only does this cut out the shape of one piece of glass from the other (an undesired effect), but it also will change the primitive count. To avoid this problem, turn off Hole Polygons.
Create Output Groups
Generates 3 groups. One for front, back and sides.
Name of the front group.
Name of the back group.
Name of the side group.
Input the op containing the curves that you want to extrude. The input can be polygons, Bezier curves, NURBS curves, or any combination of the three types.
The op on this input will be used to define a cross-section. If not specified, a straight line is used to extrude the object. This cross-section should be an open Bezier, NURBS, or polygon drawn in the XY Plane.