This patch extends the 'Cone' and 'Cylinder' mesh primitive nodes, with
two inputs to control the segments along the side and in the fill. This
makes the nodes more flexible and brings them more in line with the
improved cube node.
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{F10401495}
Having control over the additional segments can be helpful for several
reasons:
- You can have more geometry available for further deformation.
- It allows creating cones/cylinders with more even geometry density
even if the dimensions are very uneven/excentric.
- I can help create better topology for subdividing.
Some of these points can already be achieved with the Curve to Mesh
node by sweeping a circular profile along a path and that kind of
setup can give you even more control in some regards but it is more
complex to and doesn’t result in a manifold mesh with a UV map.
So overall I think adding these controls is worth it.
**Examples**
{F10401496, size=full}
The cone can even be used to create a polar grid. I don’t think that
this is necessarily the best solution for that specific use-case, but it
shows that the node becomes quite versatile:
{F10401497}
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**Further considerations**
I'm still trying to simplify everything and see where I can make
things more clear.
I tired to just extend the logic that was already used to create the
additional geometry and borrow the approach with the `ConeConfig` from
the cube node to pass around the necessary data.
I also had a version, where I calculated the edge indices ‚manually‘,
but I’m not sure yet if the added complexity is worth it over just
calling `BKE_mesh_calc_edges`.