Object
Op Input
Here you can use an additional geometry or simply a Matrix Op Node to assign a Uber material to the object.
Here you can select the primitive type. All options are also available as individual Geometry Nodes and offer the same settings. There you can also find details regarding each shape and its settings. The only exception is the Geometry Input geoemtry type for which no unique shape will be created. It must be attached as geometry to the respective input on the Node. The Primitive Node will assume the function of the Geometry Op Node.
Children
Here, a variable number of inputs for other objects can be configured that can then be made Children of the primitive. Simply use the Add Input or Remove Input commands on the Node to acreatechieve the desired number of inputs.
Matrix
Here the desired matrix of the object can be defined directly. These settings can also be found in the Coordinates tab in the Attribute Manager. The position of the object can be defined using the Matrix.P setting. Matrix.R offers three rotational angles.
Matrix.G controls the axis length of the matrix. The normal size is created if set to 1. 1. 1. Values that deviate will produce a squashing or stretching of the geometry in the respective direction.
Maxrix.Sh is a vector with which individual axes of the matrix can be skewed. This will result in a skewing of the geometry on the object.
The order of the evaluation of the rotational angles is defined by the Matrix.Order menu. Depending on the hierarchical order of the Node object you can either use local or global orders for the rotational angle.
Ouput
Op Output
Here the selected shape will be available as a complete geometry and can be directly added to the scene or, for example, positioned using a Matrix Op Node.
