Gengon Extended Primitive
 
 
 
Bottom of the Page

Create panel (Geometry) Extended Primitives Object Type rollout Gengon button

Create menu Extended Primitives Gengon

Use Gengon to create an extruded, regular-sided polygon with optionally filleted side edges.

Examples of gengons

Procedures

To create a gengon:

  1. From the Create menu, choose Extended Primitives Gengon.
  2. Set the Sides spinner to specify the number of side wedges in the gengon.
  3. Drag the mouse to create the radius of the gengon.
  4. Release the mouse button, then move the mouse vertically to define the height of the gengon. Click to set the height.
  5. Move the mouse diagonally to specify the size of the chamfer along the side angles (toward the upper left to increase the size; toward the lower right to decrease it).
  6. Click to finish the gengon.
TipIn the Parameters rollout, increase the Fillet Segs spinner to round the chamfered corners into fillets.

Interface

Creation Method rollout

Edge

Draws the object from edge to edge. You can change the center location by moving the mouse.

Center

Draws the object from the center out.

Parameters rollout

Sides

Sets the number of sides around the gengon. Higher numbers shade and render as true circles with Smooth on. Lower numbers create regular polygonal objects with Smooth off.

Radius

Sets the radius of the gengon.

Fillet

Sets the width of the chamfered corners.

Height

Sets the dimension along the central axis. Negative values create the gengon below the construction plane.

Side Segs

Sets the number of divisions around the gengon.

Height Segs

Sets the number of divisions along the gengon's major axis.

Fillet Segs

Sets the number of divisions for the edge filleting. Increasing this setting will produce round, filleted corners instead of chamfers.

Smooth

Blends the faces of the gengon, creating a smooth appearance in rendered views.

Generate Mapping Coords

Sets up the required coordinates for applying mapped materials to the gengon. Default=on.

Real-World Map Size

Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Scale settings found in the applied material's Coordinates rollout. Default=off.