Block reference

A FieldCAD design is a graph of blocks. Each block takes shapes, fields and numbers and gives one value — most often a solid, stored as a signed-distance field (what that means). These are all 237 blocks, in the order of the editor's menu; the demos show them at work.

Shapes

Solids

  • Bounding Box — An axis-aligned box region stretched between two points.
  • Box — An axis-aligned solid box.
  • Capsule — A solid rod with hemispherical ends: every point within the radius of the straight segment from A to B.
  • Cone — A solid cone between two points, with its own radius at each end.
  • Cube — An axis-aligned cube Solid with all sides the same length, centered on a point.
  • Cylinder — A solid cylinder around the line from a start point to an end point.
  • Ellipsoid — A solid ellipsoid: a sphere stretched to its own radius along X, Y and Z.
  • Rounded Box — An axis-aligned solid box with all edges and corners rounded.
  • Rounded Cylinder — A solid cylinder between two cap centers whose outer rim edges are rounded off.
  • Sphere — A solid ball of a given radius around a center point.
  • Torus — A solid ring (torus): a round tube bent into a circle around a center point.

2D

  • Circle — A flat disc Profile of a given radius around a center point, facing the Normal direction.
  • Curves to Profile — A flat, closed Profile outlined by one or more curves joined end to end, in the order of the rows; each curve is turned to run on from the one before it, so curves picked in either direction join.
  • Join Profiles — Combines several Profiles into one Profile covering all of them.
  • Points to Polygon — A flat, closed Profile whose corners are the listed points, in order.
  • Rectangle — A flat rectangle Profile of a given length and width around a center point.
  • Regular Polygon — A flat polygon with equal sides and equal angles, placed on a plane.
  • Slot — A flat slot Profile: a rectangle with two half-round ends, centered on a point.

Curves

  • Angle Arc — An arc made by turning a start point around an axis by an angle.
  • Arc — A circular arc that starts at Point 1, passes through Point 2 and ends at Point 3.
  • Blend Curve — A connecting curve that joins two curves at a chosen distance along each.
  • Conic Through Points — A conic arc from a start point to an end point, bent toward an apex point where its two end tangents meet.
  • Control-Point Spline — A smooth B-spline curve shaped by a list of control points.
  • Curve Frame — A coordinate frame sitting on a curve at a given distance from its start.
  • Curve Intersections — Finds every place a curve passes through a Solid's surface and returns those points as a Point List, in order along the curve.
  • Curve Point — The point on a curve at a given distance from its start, measured along the curve.
  • Divide Curve — Places points along a curve at equal spacing measured along the curve, starting at its first point.
  • Interpolated Spline — A smooth curve that passes exactly through every listed point, in order.
  • Intersection Curve — The curve where the surfaces of two Solids meet, traced numerically.
  • Join Curves — Chains curves that meet end to end into one continuous Curve.
  • Line — A straight line segment between two points.
  • Line Along Direction — A straight line segment that starts at a point and runs a given length in a given direction.
  • Mirror Curve — The mirror image of a curve across a plane.
  • Polyline — An open Curve made of straight segments joining the listed points in order.
  • Project Curve to Plane — Flattens a curve onto a plane by moving each of its points along the plane's normal.
  • Tangent Arc — A circular arc that leaves a start point in a chosen direction and ends at an end point.
  • Tangent Conic — A conic arc from a start point to an end point that leaves and arrives along given directions.
  • Tangent Spline — A smooth cubic curve that passes through every point and leaves each one along its own tangent vector.
  • Trim Curve — Cuts a curve where it crosses a Solid's surface and keeps the pieces outside the Solid (or inside, with Invert).

References

  • Axis — An infinite straight line with a direction, set by a point on it and a direction vector.
  • Frame — A local coordinate system: an origin plus three perpendicular axes.
  • Interpolated Point — A point on the straight line through two points, placed by a factor: 0 lands on Point 1, 1 on Point 2, 0.5 halfway.
  • Local Point — A point placed by X, Y and Z coordinates measured in a local frame instead of the world axes.
  • Offset Plane — A copy of a plane moved along its own normal by a signed distance: positive moves it the way the normal points, negative the other way.
  • Point — A position in space given by X, Y and Z coordinates.
  • Point-Normal Plane — A plane through a point, facing a normal direction.
  • Project Points to Plane — Drops every point of a list straight onto a plane, along the plane's normal.
  • Scatter Points in Solid — Scatters random but evenly spread points inside a Solid.
  • Scatter Points on Mesh — Scatters a set number of random points over a mesh surface, by area.
  • Spread Points — Spreads an exact number of points evenly over a surface: a mesh, or a Solid's surface.
  • Vector — A fixed 3D direction given by its X, Y and Z parts.

Modify

Combine

  • Cut — Removes every listed solid from the primary solid.
  • Cut with Gap — Cuts the tool solid out of the primary solid, first growing the tool outward by the gap, so a gap of that width is left around it.
  • Intersect — Keeps only the region shared by all listed solids (the maximum of their fields).
  • Union — Joins all listed solids into one (the minimum of their fields).

Features

  • Cross Section — Cuts a Solid with a plane and returns the cut face as a profile.
  • Keep Main Pieces — Removes the loose pieces of a Solid and keeps its main ones.
  • Offset — Grows a solid outward by the distance, or shrinks it when the distance is negative.
  • Profile Cut — Cuts a profile's shape straight through a solid, all the way through.
  • Set Bounds — Tells FieldCAD which region to evaluate a Solid or field in: the combined extent of the listed bounding boxes.
  • Shell — Hollows a solid into a wall of the given thickness.
  • Smooth — Softens a Solid or blurs a field: the input is sampled on a grid, the grid is blurred with a small Gaussian kernel the chosen number of times, and the grid is read back with linear interpolation.
  • Thicken Surface — Turns the zero surface of a field into a solid plate of the given thickness, centred on that surface.

Build

  • Conic Sweep — Builds a surface of conic arcs spanning between two rail curves, one arc per station along a spine that may curve.
  • Extrude — A solid made by pushing a built-in 2D shape (rectangle, ellipse or airfoil) straight along Z, centered on a point.
  • Loft — Builds a solid through several profiles in the order of the list, closed flat at the first and last one.
  • Profile Extrusion — Pushes a profile out along a direction to make a solid of the given length.
  • Profile Revolution — Spins a profile around an axis to make a solid of revolution, like turning on a lathe.
  • Profile Sweep — Moves a profile along a curve to build a solid.
  • Revolve — A solid made by spinning a built-in 2D shape (rectangle, ellipse or airfoil) a full turn around an axis.
  • Sweep — Moves a cross-section along a curve to make a solid member.

Patterns

  • Circular Pattern — Repeats a solid around an axis: the given number of copies, each turned a further step angle from the last, joined into one solid with sharp seams.
  • Linear Pattern — Repeats a solid in a row or around an axis and joins the copies into one solid, optionally blending the seams.
  • Mirror — Makes the mirror image of a solid across a plane.
  • Tile Solid — Repeats a Solid side by side along +X, +Y and +Z, the given number of times per axis.

Transforms

  • Align — Moves and turns an object so that the `source` plane's frame lands on the `destination` plane's frame.
  • Move — Moves an object by an offset along X, Y and Z.
  • Rotate — Turns an object by an angle about an axis through a chosen point.
  • Scale — Resizes an object by the same factor in every direction about a fixed point.
  • Shear — Slants a solid: every point slides along the direction by the factor times its height above the plane.
  • Twist — Twists a solid about the normal of a plane: each slice is turned by an angle that grows with its height above the plane.

Warps

  • Cylindrical Warp — Bends a Solid or a field around the world Z axis: its X becomes distance from the axis, its Y becomes distance around the circle, and Z stays as height.
  • Scale Warp — Stretches or squashes a Solid or a field by separate factors along X, Y and Z about the origin.
  • Spherical Warp — Wraps a Solid or a field onto a sphere centred at the origin: its X becomes distance from the centre, its Y distance around the equator, and its Z distance down from the north pole (+Z); only X ≥ 0 and Z ≥ 0 of the input are used.
  • Warp — Distorts a Solid or a field: at each point the input is read at the position given by a vector field, or by three separate coordinate fields.

Fields

Basics

  • Constant Scalar — A scalar field with the same value everywhere.
  • Expression Field — A scalar field given by a formula in `x`, `y` and `z`, such as `sin(x) * 2 + z`.
  • Morph Field — Tells where each point sits between two shapes: −1 on and inside `a`, +1 on and inside `b`, with a smooth ramp across the gap, computed as (a − b) / (|a| + |b|).
  • Normal Angle — A field giving, at each point, the angle in degrees (0 to 180) between the Solid's outward normal and `direction`.
  • Position — A vector field whose value at every point is that point's own coordinates (x, y, z).

Periodic

  • Minimal Surface Function — A minimal surface as a scalar field repeating in x, y and z, scaled to stay within −1 to +1.

Noise

  • Cellular Noise — Cell-like 3D noise (Worley) as a scalar field, built from the distances to randomly placed cell centres.
  • Simplex Noise — Smooth pseudo-random 3D noise (simplex) as a scalar field, with values roughly between −1 and +1.

Sampling

  • Mesh Thickness Field — How thick a mesh's material is at each point, as a scalar field: every interior point takes twice the depth of the mid-surface point it climbs to, and the field is 0 away from the mesh.
  • Point Values — Attaches a value to each point of a list, giving Point Values that other blocks can interpolate or filter.
  • Point Values to Field — Turns Point Values into a field defined everywhere by interpolating between the samples.
  • Points by Solid — Keeps the points, or Point Values, that lie in one region of a Solid: strictly inside, strictly outside, or on its surface (within 1 nm).
  • RBF Field — A smooth field through scalar or vector Point Values, fitted with Gaussian radial basis functions whose width is the average point spacing divided by the factor.
  • Sample Field — Reads a scalar or vector field at chosen points and hands the numbers on as values: one point gives one value, a point list gives a list in the same order.
  • Sample Gradient — A scalar field's gradient, estimated at chosen points from samples 0.05 either side along each axis.

Lattices

Fill

  • Lattice in Solid — Fills a Solid with a lattice: the cell, picked here or wired, is tiled over a box, cylinder or sphere grid or a wired cell grid, cells that cannot touch the Solid are skipped, and with Trim on the lattice is cut flush at its surface.
  • Skin — Gives a filled part a closed outer skin: a wall of the given thickness inside the part's surface, joined to the infill (rounded where Blend is above 0) and cut with the part, so the outside stays where the part's surface is.

On Surfaces

  • Map Pattern — Tiles a flat beam pattern over a surface and returns its beams, with no thickness yet: projected onto a Solid from a plane, a cylinder or along a sweep, laid on a CAD face, or laid on a quad mesh.
  • Rib Walls — Turns centerlines into walls.
  • Voronoi on Surface — Traces the borders between the Voronoi cells of seed points on a mesh surface — each border runs where two seeds are equally near — as a lattice that keeps its cells.

From Points and Meshes

  • Branching Lattice — Grows a branching tree of beams from a set of start points to a set of end points.
  • Delaunay Beams — Connects a set of points into tetrahedra (Delaunay) and turns them into a lattice.
  • Surface Mesh Lattice — Builds a lattice on a surface mesh.
  • Voronoi Foam — Builds a lattice from the 3D Voronoi diagram of seed points: each seed owns the space closer to it than to any other seed, and the edges between those regions become beams.

Edit Beams

  • Beams to Lattice — Builds a lattice from a list of beams, such as the beams a filter kept.
  • Fillet Beam Joints — Rounds the joints of a lattice: beams that share a vertex are filleted with the radius Blend radius takes at that vertex, in the chosen profile.
  • Join Graphs — Combines a list of lattices or meshes into one of that kind.
  • Lines to Graph — Joins line segments into beams with no thickness yet.
  • Prune Beams — Keeps or removes the beams of a lattice that pass one test: their length, thickness or angle to a plane compared with a value, a list with one value per beam, how their ends connect, whether they lie in a region, or whether they are attached.
  • Set Beam Thickness — Gives every beam of a lattice a new diameter.
  • Trim Beams — Cuts a lattice at the surface of a Solid.

Custom

  • Cell Grid in Solid — Lays a grid of cells over the whole of a Solid, on a box, a cylinder or a sphere.
  • Cell Grid on Surface — Builds a grid of cells that follows a surface: on a CAD face, stacking layers along its normal; between two CAD faces, blending from one to the other; or on a quad mesh, one column of cells per quad.
  • Custom Cell — Makes a cell from your own beams.
  • Grade Cell Grid — Makes cells bigger or smaller across a cell grid, with one sizing field per grid axis.
  • Tile Cells — Tiles a cell through a cell grid, putting one copy in every cell the grid places, and builds it with the cell's thickness and offset.
  • Trim Cell Grid — Removes whole cells from a cell grid by testing each one against a Solid.

Printing

Printability

  • Print Process — How the part is printed: connect it to the Print process input of a Reinforcement or of Solid to Mesh.
  • Sealed Voids — Shows the sealed voids of a Solid — closed hollows powder or resin cannot drain from — as a field: 1 inside a sealed void, 0 elsewhere.
  • Support Volume — Computes the material needed under a Solid's overhangs, down to the build plate.

Mesh

Edit

  • Decimate by Ratio — Reduces the triangle count (QEM decimation), aiming to remove the given share of faces; it never makes the surface cross itself.
  • Flip Normals — Reverses the winding of every face, so all normals point the other way.
  • Merge Vertices — Merges vertices that lie closer together than the tolerance into one point at their average position.
  • Remesh — Rebuilds a surface mesh with elements of a target edge length.
  • Remove Mesh Faces in Solid — Trims a mesh with a Solid: a face with at least one vertex inside the Solid is kept, every other face is removed.
  • Split Mesh — Breaks a mesh into its separate connected pieces, one mesh per piece.
  • Subdivide Mesh — Splits every face into four per step and smooths the result: Catmull-Clark for a quad-dominant mesh, Loop for a triangle mesh.
  • Triangles to Quads — Rebuilds a mesh from quads (QuadWild feature-line remesher) that follow the input's curvature and sharp creases, so holes and rims stay clean quad edges.

Convert

  • Mesh to Solid — Turns a mesh into a Solid whose value is the exact signed distance to the mesh's triangles.
  • Quad Mesh to CAD Body — Turns a quad mesh into a watertight CAD body: one smooth B-spline patch per quad (a Catmull-Clark surface; a mostly-quad mesh is refined once first), with the creases from Triangles to Quads as sharp edges and a tangent break next to irregular points.
  • Solid to Delaunay Mesh — Turns a Solid into a watertight triangle mesh by adaptive Delaunay refinement: large triangles on flat areas, small ones where the surface curves, sharp edges kept exact.
  • Solid to Mesh — Turns a bounded Solid into a triangle mesh by sampling it on a uniform grid (cell = tolerance/2), so nothing at or above the tolerance is missed.

Volume

  • Robust Tet Mesh — Fills a surface mesh with tetrahedra even when the mesh is flawed (self-intersections, holes, degenerate faces), using fTetWild.
  • Tet Mesh — Fills the inside of a closed surface mesh with tetrahedra.

CAD

Bodies

  • CAD Bodies of Part — Lists every CAD body in an imported part, in the order the file stores them.
  • CAD Body — One body of an imported Part.
  • CAD Body to Solid — Turns one body of an imported CAD part into a Solid, so it combines with every other Solid operation.

Faces

  • CAD Edge — One edge of an imported CAD Body, chosen by picking it in the viewport.
  • CAD Face — One face of an imported CAD part, with its surface parameterization: a face of a body, or a surface saved as STEP (the part's Faces).
  • CAD Faces of Body — Lists the faces of one CAD body, or of every body in a part (body by body, in file order).
  • Solid Between Faces — Builds a closed Solid between two CAD faces: both faces are kept whole, and their outlines are joined by a straight wall — an insole between its foot bed and its sole, a panel between its two skins.

Measure

Solids

  • Closest Point on Solid — Finds the point on a Solid's surface nearest to a given point (or to each point of a list) and reports it with its distance and the surface normal there.
  • Curvature — Makes a field whose value at each point is the curvature of the input's surface there: the smallest or largest principal curvature, or the mean of the two.
  • Directional Distance — Makes a field giving, at each point, how far you travel along the direction before reaching the mesh, such as the height of a support below an overhang.
  • Mass Properties — Measures the mass, volume, centre of mass and principal moments of inertia of a Solid or a closed mesh.
  • Nearest Point Distance — The local spacing of a point pattern: for each point, how far away its closest neighbour in the same list is, returned in list order.
  • Ray Cast — Shoots a ray from a point in a direction and returns where it first meets a Solid's surface.
  • Surface Area — Measures surface area: the outer surface of a Solid, the flat region of a profile, or the triangles of a mesh.

Mass

  • Weight Saving — Percentage of volume saved by a lightened Solid compared with the original: (1 − lightened volume / original volume) × 100.

Simulation

Materials

  • Material — A linear-elastic material in N·mm·MPa units, Ti-6Al-4V by default.

Bodies & Connections

  • Analysis Body — One body of an analysis: a Solid with its Material, treated as solid material or as a thin wall of one thickness.
  • Bolted Joint — Joins two parts with bolts placed in holes they already have: every hole through the head-side part that continues as a blind hole in the threaded part gets a solid bolt, sized from the hole and its counterbore, its thread reaching 1.5 bolt diameters into the threaded part (never past the hole's bottom).
  • Contact — Joins two face selections with bonded contact, so load passes between their domains through a spring of the contact stiffness.
  • Tie — Joins two face selections rigidly: the follower faces move exactly with the driver faces.

Selections

  • Faces in Solid — Picks the part of an Analysis Body's surface that lies inside a Solid, to place loads, supports and connectors on.
  • Region in Solid — Picks the part of an Analysis Body's volume that lies inside a Solid, for example where a metric or a limit applies.

Loads

  • Bearing Load — Loads a bore the way a pin would: a normal pressure that varies as cos θ over the half of the selected faces facing against the load, scaled so it adds up to the given vector.
  • Force — Spreads a force evenly over a face selection.
  • Load Case — An ordered list of loads and supports that act together in one analysis.
  • Point Force — A force acting at a point.
  • Pressure — Pushes on a face selection with a pressure normal to the faces.

Supports

  • Cylindrical Support — Holds a bore or other cylindrical faces.
  • Point Support — Fixes a point, or a face selection rigidly coupled to it.
  • Support — Holds a selection of the part in place: each movement set to 0 is fixed, an empty one left free.

Solve

  • Beam Solve — Solves a frame of straight members as Timoshenko beams of one radius under a load case.
  • Static Analysis — Solves its Analysis Bodies under one Load Case for small, linear-elastic deformation, on the immersed solver: the parts stay as they are, no mesh to build.

Results

  • Reaction Force — The reaction of one Support in an analysis result: the force and moment the Support exerts on the part, summed over every point it holds, in world axes — force in N, moment in N·mm about Point.

Optimization

Setup

  • Reinforcement — Adds material inside a design space where it stiffens the part most, within a material budget.
  • Topology Optimization — Finds where material should go inside a design space: the stiffest part, or the one with the lowest stress, under its Load case and within its Constraints (density-based SIMP on the adaptive finite-cell octree).

Constraints

  • Displacement Constraint — How far the chosen faces may move, in mm: along X, Y or Z, or the length of the movement (Magnitude).
  • Mass Constraint — The most the optimized design space may weigh, in kg, from the density of its material.
  • Stress Constraint — The von Mises stress the part may carry, in MPa.
  • Volume Constraint — The share of the design space that stays material: 0.3 keeps 30 % of it.

Metrics

  • Buckling Metric — Runs a linear buckling analysis of a Solid and measures the critical load factor: the multiple of the applied loads at which it first buckles (below 1, it buckles under the loads as given).
  • Solid Stress Metric — Runs its own static analysis of a Solid and measures its typical surface stress: the level 99 % of the Solid's surface stays at or below, by area, leaving out the surface within two result cells of a Support's faces.

Design Space

  • Constant Section — Manufacturing rule: the design keeps the same cross-section all along a guide curve, like an extruded profile.
  • Keep Solid — Keeps part of the design space solid while Topology Optimization runs, for bolt bosses, load pads and other features that must survive.
  • Symmetry — Manufacturing rule for Topology Optimization: the result is mirror-symmetric about each plane.

Results

  • Smooth Topology Result — Turns a Topology Result into a smooth Solid (the rho2sdf method, arXiv:2512.06976): exact distances to the density iso-surface, Gaussian smoothing, then a level shift that restores the optimizer's material volume.

Math

Arithmetic

  • Average — The arithmetic mean (sum divided by count) of a list of numbers, points or vectors.
  • Formula — One value computed by a typed formula, such as `wall * 2 + max(gap, 1 mm)`.
  • Maximum — The largest item of a list.
  • Minimum — The smallest item of a list.
  • Sum — Adds up every item of a list: numbers to one number, vectors to one vector, component by component.

Logic

  • All — True only where every item of the list is true.
  • And — True only where both a and b are true.
  • Any — True where at least one item of the list is true.
  • Equals — True where a and b are exactly equal.
  • Greater Than or Equal to — True where a is greater than b or exactly equal to it.
  • Greater Than — True where a is strictly greater than b.
  • Not — The opposite of a: true where a is false, false where it is true.
  • Or — True where a, b or both are true.

Vectors

  • Combine Components — Assembles a vector field from three scalar fields, one per component.
  • Gradient — The direction and rate of steepest increase of a scalar field, as a vector field, estimated by sampling a small step either side along each axis.
  • Unpack Vector — One component of a vector field, as a scalar field.
  • Vector Angle — Angle in degrees between two vectors, from 0 to 180; a zero-length vector gives 0.

Mapping

  • Range Map — Maps a value or field from [in_min, in_max] onto [out_min, out_max]; inputs beyond either end hold that end's result.
  • Table Map — Looks `value` up in a table of breakpoints (Input) and results (Output), interpolating linearly between neighbouring rows.

Sequences

  • Random Sequence — A list of `count` pseudo-random numbers, uniform in [0, 1).
  • Sequence in Range — A list of `count` evenly spaced numbers running from `start` to `end`, both ends included.

Data

Values

  • Color — A color value made of red, green, blue and alpha, each between 0 and 1.
  • Variable — A single named number, with units, that other blocks can read.

Document

  • Document — Another document, used as a block.
  • Document Input — One input of this document when another document uses it as a block: the value that document sets, by this block's name.
  • Document Output — One output of this document when another document uses it as a block: what arrives at Value, of any kind, which that document reads by this block's name (as block.Name).
  • Samples — The sample points of a study, for the document this block uses: a Table with one column per number Document Input of that document, named like the Input, and one row per sample.
  • Study — A parameter study of the document this block uses: the document computed once per row of a Table whose columns are named like its Document Inputs, each row's values set on those Inputs (an Input without a column keeps its default).

Lists

  • List — Items of one kind in a fixed order, one row each: bodies, fields, numbers, points, curves, limits, anything.
  • List Element — Picks a single item out of a list by its position.
  • Insert — Splices the items of one list into another at a chosen position.
  • Remove — The list with a run of consecutive items taken out; the rest keep their order.
  • Sub List — A run of consecutive items taken from a list.

Text

  • Join Texts — Joins every text of a list end to end, in order, with an optional separator between neighbours.
  • Number to Text — Writes a number as text, rounded to a chosen count of significant digits.
  • Split Text — Cuts a text into a Text List wherever the delimiter occurs.
  • Text to Number — Reads a number out of a text, such as "12.5" or "1e-3".

Tables

  • Column to Text — Reads one column of a Table out as a Text List, chosen by position or by header.
  • Columns to Table — Puts Columns side by side into a Table, in row order.
  • Dictionary — Builds a Dictionary from a list of keys and a list of values of the same length, pairing them by position.
  • Text to Column — Makes a table Column: a header plus a Text List holding its cells, top to bottom.

Import

  • Import Mesh — Loads a triangle mesh from an STL or OBJ file.
  • Import Point Values — Loads Point Values from a CSV file with one `x,y,z,v` row per point, separated by commas or spaces; blank lines and lines starting with # are skipped.
  • Import Points — Reads a Point List from a CSV file with one `x, y, z` row per point and no header line.
  • Import Solid — Loads a Solid from a 3MF implicit file, such as one written by Export Solid.
  • Import STEP — Loads a STEP file as a CAD Part that keeps its bodies, faces and edges, so they can be picked downstream (CAD Body, then CAD Body to Solid).
  • Import Table — Reads a CSV file into a Table.

Export

  • Export Mesh — Saves a mesh to a file as binary STL (default), OBJ or 3MF, and reports whether the file is closed and manifold as a slicer reads it (corners the file stores at one place count as one), and whether it is in several separate pieces thicker than the mesh's tolerance (printed, all but the largest come out loose; a piece right at the tolerance is named, since another computer could count it the other way).
  • Export Solid — Saves a Solid as a 3MF levelset: the field itself as a function graph, with no triangles, so the reader picks its own resolution and a lattice stays a few nodes.
  • Export STEP — Saves a CAD body as a STEP file with exact B-rep surfaces, which CAD packages read.
  • Export Table — Writes a Table to a CSV file when the document is evaluated: a header line, then one line per row.
  • Export Tet Mesh — Saves a tet mesh for an FE solver: Abaqus .inp (default) or legacy ASCII VTK .vtk.
  • Export Text — Writes text to a file when the document is evaluated.
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