Blender's Primitive meshes need more basic options.
Blender's Primitive meshes lacks some options like subdivisons. re-sizing on different axes and so on. For example the cube has only the size, to add subdivisions on any axes you have to enter edit mode and use the loopcut and of course everything is baked.
So better choice is to add more granular options(Subdivisions, rounded caps for cylinder..) to the primitives and better integration with the geometry nodes for basic parametric modeling that doesn't bake once you transform the objects as shown in this example below.
4 Comments
Yeah adding primitives in the future should create geometry node trees by default. Legacy behavior should be in an addon.
i would like a single vert
We have a transform node. And we have two subdivision nodes. The only useful thing here would be the "rounded caps for cylinder" thing
I'm not talking about adding nodes here and the "subdivisons" are height width and depth segments not the open subdiv technique that was ported to geonodes , it's about the mesh objects parameters in general.