Curve to Mesh

커브를 메시로

A node that sweeps a profile curve along a path curve to create a mesh. It builds forms with cross-sections such as pipes, cables, and trim.

Also known as: Curve to MeshGeometryNodeCurveToMeshProfile Curve
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bpy — this entry
# 얇은 경로 커브와 프로파일을 쓸어 만든 관 메시를 비교한다.
reset('WORKBENCH')
curve_data = bpy.data.curves.new('Bent path', 'CURVE')
curve_data.dimensions = '3D'
curve_data.bevel_depth = 0.0
curve_data.resolution_u = 1
spline = curve_data.splines.new('POLY')
coordinates = [(-1.5, 0, 0.55), (-0.7, 0, 1.5), (0.35, 0, 0.8), (1.4, 0, 1.45)]
spline.points.add(len(coordinates) - 1)
for point, co in zip(spline.points, coordinates):
    point.co = (*co, 1)
obj = bpy.data.objects.new('Bent path', curve_data)
bpy.context.scene.collection.objects.link(obj)
line_data = curve_data.copy()
line_data.bevel_depth = 0.015
line = bpy.data.objects.new('Thin curve', line_data)
bpy.context.scene.collection.objects.link(line)
paint(line, material('Path', CLAY))
group = bpy.data.node_groups.new('Sweep profile', 'GeometryNodeTree')
group.interface.new_socket(name='Geometry', in_out='INPUT', socket_type='NodeSocketGeometry')
group.interface.new_socket(name='Geometry', in_out='OUTPUT', socket_type='NodeSocketGeometry')
nodes, links = group.nodes, group.links
source, output = nodes.new('NodeGroupInput'), nodes.new('NodeGroupOutput')
profile = nodes.new('GeometryNodeCurvePrimitiveCircle')
profile.inputs['Resolution'].default_value = 10
profile.inputs['Radius'].default_value = 0.32
sweep = nodes.new('GeometryNodeCurveToMesh')
sweep.inputs['Fill Caps'].default_value = True
links.new(source.outputs['Geometry'], sweep.inputs['Curve'])
links.new(profile.outputs['Curve'], sweep.inputs['Profile Curve'])
set_material = nodes.new('GeometryNodeSetMaterial')
set_material.inputs['Material'].default_value = material('Pipe', CORAL)
links.new(sweep.outputs['Mesh'], set_material.inputs['Geometry'])
links.new(set_material.outputs['Geometry'], output.inputs['Geometry'])
mod = obj.modifiers.new('Geometry Nodes', 'NODES')
mod.node_group = group
floor()
cam = camera(location=(5, -7, 4.8), target=(0, 0, 1), lens=60)
frame(obj, margin=1.05)
target = Vector((0, 0, 1))
cam.location = target + (cam.location - target) * 0.55
line_edges = edges(line, thickness=0.006, color=CLAY)
obj.hide_render = True
shoot('curve')
line.hide_render = True
line_edges.hide_render = True
obj.hide_render = False
shoot('mesh')
Full script — runs as-is in Blender 5.1.1
# curve-to-mesh-node — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python curve-to-mesh-node.py -- <출력 폴더>
SLUG = 'curve-to-mesh-node'

# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector

# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)

# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}


def srgb(c, alpha=1.0):
    lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
    return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)


def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
    """빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
    bpy.ops.wm.read_factory_settings(use_empty=True)
    sc = bpy.context.scene
    sc.render.engine = ENGINES[engine]
    sc.render.resolution_x, sc.render.resolution_y = size
    sc.render.resolution_percentage = 100
    sc.render.image_settings.file_format = 'WEBP'
    sc.render.image_settings.quality = 82
    sc.world = bpy.data.worlds.new('World')
    world_color(BACKDROP)
    if engine == 'WORKBENCH':
        sh = sc.display.shading
        sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
        sh.show_shadows, sh.shadow_intensity = True, 0.35
        sh.show_cavity = True
        sc.display.render_aa = '16'
        sc.view_settings.view_transform = 'Standard'  # 재질 색을 그대로 보여 준다
    elif engine == 'EEVEE':
        sc.eevee.taa_render_samples = samples
    else:
        sc.cycles.samples = samples
        sc.cycles.use_denoising = True
    return sc


def world_color(color, strength=1.0):
    """배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
    w = bpy.context.scene.world
    w.color = srgb(color)[:3]
    bg = w.node_tree.nodes.get('Background') if w.node_tree else None
    if bg:
        bg.inputs['Color'].default_value = srgb(color)
        bg.inputs['Strength'].default_value = strength
    return w


def hdri(name='studio', strength=1.0, show=False):
    """블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
    show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
    nt = bpy.context.scene.world.node_tree
    nodes, links = nt.nodes, nt.links
    env = nodes.new('ShaderNodeTexEnvironment')
    env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
    bg = nodes['Background']
    bg.inputs['Strength'].default_value = strength
    links.new(env.outputs['Color'], bg.inputs['Color'])
    if not show:
        flat = nodes.new('ShaderNodeBackground')
        flat.inputs['Color'].default_value = srgb(BACKDROP)
        ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
        links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
        links.new(bg.outputs['Background'], mix.inputs[1])
        links.new(flat.outputs['Background'], mix.inputs[2])
        links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
    return env


def look_at(obj, target):
    obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()


def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
    cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
    bpy.context.scene.collection.objects.link(cam)
    cam.location = location
    look_at(cam, target)
    cam.data.lens = lens
    bpy.context.scene.camera = cam
    return cam


def frame(*objs, margin=1.15):
    """카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
    sc = bpy.context.scene
    dg = bpy.context.evaluated_depsgraph_get()
    pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
    mid = sum(pts, Vector()) / len(pts)
    coords = [c for p in pts for c in (mid + (p - mid) * margin)]
    loc, _scale = sc.camera.camera_fit_coords(dg, coords)
    sc.camera.location = loc
    return sc.camera


def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
    """kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
    data = bpy.data.lights.new(kind.title(), kind)
    data.energy, data.color = energy, color
    if kind == 'AREA':
        data.size = size
    obj = bpy.data.objects.new(data.name, data)
    bpy.context.scene.collection.objects.link(obj)
    obj.location = location
    look_at(obj, target)
    return obj


def studio(key=700, fill=200, rim=450):
    """기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
    return [light('AREA', (5, -4, 6), energy=key, size=4),
            light('AREA', (-6, -3, 3), energy=fill, size=5),
            light('AREA', (0, 6, 5), energy=rim, size=3)]


def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
    """원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = srgb(color)  # Workbench 가 보는 색
    bsdf = mat.node_tree.nodes['Principled BSDF']
    bsdf.inputs['Base Color'].default_value = srgb(color)
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Metallic'].default_value = metallic
    for key, value in inputs.items():
        bsdf.inputs[key.replace('_', ' ')].default_value = value
    return mat


def paint(obj, mat):
    obj.data.materials.clear()
    obj.data.materials.append(mat)
    return obj


def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
    """바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
    import bmesh
    back = size / 2
    steps = 12
    profile = [(-back, 0.0)]  # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
    for i in range(steps + 1):
        a = (math.pi / 2) * i / steps
        profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
    profile.append((back, wall))
    bm = bmesh.new()
    left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
    right = [bm.verts.new((back, y, z + h)) for y, h in profile]
    for i in range(len(profile) - 1):
        bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
    me = bpy.data.meshes.new('Floor')
    bm.to_mesh(me)
    bm.free()
    obj = bpy.data.objects.new('Floor', me)
    bpy.context.scene.collection.objects.link(obj)
    for poly in me.polygons:
        poly.use_smooth = True
    return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))


def edges(obj, thickness=0.012, color=INK):
    """메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
    dg = bpy.context.evaluated_depsgraph_get()
    wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
    bpy.context.scene.collection.objects.link(wire)
    wire.matrix_world = obj.matrix_world.copy()
    mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
    mod.thickness, mod.use_even_offset = thickness, True
    return paint(wire, material(obj.name + '.edges', color, roughness=0.8))


def shoot(name):
    """지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
    sc = bpy.context.scene
    sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
    bpy.ops.render.render(write_still=True)
    return sc.render.filepath


# ── 이 항목 ──
# 얇은 경로 커브와 프로파일을 쓸어 만든 관 메시를 비교한다.
reset('WORKBENCH')
curve_data = bpy.data.curves.new('Bent path', 'CURVE')
curve_data.dimensions = '3D'
curve_data.bevel_depth = 0.0
curve_data.resolution_u = 1
spline = curve_data.splines.new('POLY')
coordinates = [(-1.5, 0, 0.55), (-0.7, 0, 1.5), (0.35, 0, 0.8), (1.4, 0, 1.45)]
spline.points.add(len(coordinates) - 1)
for point, co in zip(spline.points, coordinates):
    point.co = (*co, 1)
obj = bpy.data.objects.new('Bent path', curve_data)
bpy.context.scene.collection.objects.link(obj)
line_data = curve_data.copy()
line_data.bevel_depth = 0.015
line = bpy.data.objects.new('Thin curve', line_data)
bpy.context.scene.collection.objects.link(line)
paint(line, material('Path', CLAY))
group = bpy.data.node_groups.new('Sweep profile', 'GeometryNodeTree')
group.interface.new_socket(name='Geometry', in_out='INPUT', socket_type='NodeSocketGeometry')
group.interface.new_socket(name='Geometry', in_out='OUTPUT', socket_type='NodeSocketGeometry')
nodes, links = group.nodes, group.links
source, output = nodes.new('NodeGroupInput'), nodes.new('NodeGroupOutput')
profile = nodes.new('GeometryNodeCurvePrimitiveCircle')
profile.inputs['Resolution'].default_value = 10
profile.inputs['Radius'].default_value = 0.32
sweep = nodes.new('GeometryNodeCurveToMesh')
sweep.inputs['Fill Caps'].default_value = True
links.new(source.outputs['Geometry'], sweep.inputs['Curve'])
links.new(profile.outputs['Curve'], sweep.inputs['Profile Curve'])
set_material = nodes.new('GeometryNodeSetMaterial')
set_material.inputs['Material'].default_value = material('Pipe', CORAL)
links.new(sweep.outputs['Mesh'], set_material.inputs['Geometry'])
links.new(set_material.outputs['Geometry'], output.inputs['Geometry'])
mod = obj.modifiers.new('Geometry Nodes', 'NODES')
mod.node_group = group
floor()
cam = camera(location=(5, -7, 4.8), target=(0, 0, 1), lens=60)
frame(obj, margin=1.05)
target = Vector((0, 0, 1))
cam.location = target + (cam.location - target) * 0.55
line_edges = edges(line, thickness=0.006, color=CLAY)
obj.hide_render = True
shoot('curve')
line.hide_render = True
line_edges.hide_render = True
obj.hide_render = False
shoot('mesh')

Curve to Mesh is like pulling a cookie-cutter cross-section along a path to build surfaces. In the Geometry Node Editor, press Shift+A ▸ Curve ▸ Operations ▸ Curve to Mesh.

Connect the path to Curve and the cross-section to Profile Curve on nodes.new('GeometryNodeCurveToMesh'). This example builds a bent path with bpy.data.curves and uses GeometryNodeCurvePrimitiveCircle as the profile to create a pipe mesh. The curve data and node group are persistent data, so create them with bpy.data and keep the node links in links.new(...).

Without a profile, the result is an edge chain along the path rather than a tube. Fill Caps adds an n-gon at each path end when the profile spline is cyclic. The comparison shows the thin source curve as an edges() line beside the solid tube from Curve to Mesh.

When to use

Use it for pipes, cables, or rails whose cross-section stays constant or changes with curve radius. Higher profile resolution looks rounder but creates more geometry and render work.

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