create_loft
Build a curved solid by skinning stacked cross-sections, for parts whose profile changes along their length like tanks, seats, bottles, and hulls.
Instructions
Skin a smooth surface through cross-sections - for forms whose section changes along their length: fuel tanks, seats, square-to-round bottles, hulls, fuselages, vehicle bodies, trunks, organic product shells.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| caps | No | true = flat end faces, 'round' = smooth domed ends (tanks, pods), false = open. | |
| name | No | Loft | |
| bevel | No | Rounded edges via an angle-limited Bevel modifier with hardened normals: width in metres (e.g. 0.002 for a 10 cm part), or {width, segments, angle}. true = automatic width. | |
| origin | No | Where the origin sits on the part's bounding box: center, bottom, top, left, right, front, back, min, max, or keep (geometry coordinates exactly as given). origin='bottom' + location z=0 stands a part on the floor. | keep |
| parent | No | ||
| smooth | No | Curved between sections (false = straight segments). | |
| samples | No | Points around each section. | |
| shading | No | auto = smooth with sharp edges kept above smooth_angle (best default); smooth; flat. | auto |
| location | No | World position [x,y,z] (metres) of the object origin. | |
| material | No | Material preset name (list_material_presets), or {preset, color, roughness, weathering, ...} like apply_material, or the name of an existing material. Presets with a real-world scan use Poly Haven automatically; {'polyhaven': 'mossy rock'} picks any Poly Haven texture by description. | |
| rotation | No | Rotation [x,y,z] in degrees. | |
| sections | Yes | Cross-sections stacked along Z, each {z, shape, ...}: shape 'circle' {radius} | 'ellipse' {size:[w,d]} | 'rect' / 'rounded_rect' {size:[w,d], corner_radius} | 'superellipse' {size:[w,d], exponent (2=ellipse, 4-6=soft box)} | 'custom' {points:[[x,y],...]}. Asymmetric sections (round shoulder, flat belly): 'top' / 'bottom' half-depths above/below the centre line and 'exponent_bottom' (e.g. 6 = flat floor). Optional per section: offset [x,y], rotation (deg), scale. radius 0 makes a pointed tip. Put the real shape into the sections - do not flatten or push vertices afterwards. | |
| cap_depth | No | Length of a 'round' end dome (default 60 % of the end section). | |
| collection | No | ||
| resolution | No | Rings generated between neighbouring sections. | |
| subdivision | No | Subdivision Surface levels (1-3) for soft/organic shapes. | |
| interpolation | No | monotone (default): passes every section without overshoot between them; spline: legacy Catmull-Rom. | |
| correspondence | No | angle (default): vertex j lies in the same direction on every section, so the surface never twists or zig-zags when the section shape changes; arc: legacy arc-length matching. | angle |