Shape and size

The silhouette a file node is cut from, the extrusion that gives it depth, and how big it sits in the graph.

A file node is a flat silhouette pushed out into 3D. Two separate things decide how it reads: the outline it's cut from, and how far that outline is extruded.

The shape shelf#

The row is headed shape · , and the name is whatever is currently selected — shield, hexagon, custom. Under it is a row of chips.

Shield is the built-in default, first in the row, tooltip Shield (built-in). It's the shape every node has until you pick something else.

Nine presets follow it, and their tooltips are their names: Circle, Square, Hexagon, Diamond, Triangle, Star, Capsule, Badge, Octagon.

None of them have settings of their own. A preset is a fixed outline — everything about how thick, how bevelled and how big it renders is controlled by the knobs below, and those apply to whichever outline is selected.

Your own SVG#

The last chip is labelled SVG, tooltip Upload an SVG silhouette. It accepts .svg files and replaces the outline with your own.

To render correctly an uploaded SVG should be:

  • A filled <path>, with no fill attribute. The importer treats an unfilled path as filled; a stroke-only drawing has no interior to extrude.
  • Drawn in a viewBox of 0 0 100 100. Only the proportions matter — the shape is normalised to a unit box on the way in, so absolute coordinates don't.
  • Under about 1 MB. Larger files are refused outright with That SVG is over ~1 MB — pick a simpler one. An empty file is ignored silently.

A path that fails to parse falls back to the shield rather than blanking your nodes.

Once accepted, the shelf header reads shape · custom. There is no separate slot for uploads: a preset and an upload write to the same place, which is why everything downstream — bevels, gradients, glyph clipping, per-type overrides — works identically on both.

Note

The full SVG text is stored inside the style, not as a reference to a file on disk. That's what makes a style self-contained enough to export and hand to somebody else — and it's also why a style carrying a 1 MB SVG produces a 1 MB export.

Depth and bevel#

These live in a section headed Geometry · rebuilds, and it is collapsed by default every time the window opens. If you're looking for depth controls and can't see any, that's the fold.

The name is a warning as much as a label. Changing a value here rebuilds the mesh rather than adjusting a material property, which is the more expensive of the two.

Control Range Default What it does
Depth 0.02 – 0.6 0.025 How far the outline is pushed out. The default is deliberately thin — a card, not a block.
Bevel thickness 0 – 0.15 0 How deep the chamfer cuts along the edge. At 0 the edge is square.
Bevel size 0 – 0.15 0.15 How far the chamfer sets in from the outline.
Bevel segments 1 – 8 6 How many steps the chamfer is rounded over. Higher is smoother and costs more.

Every one of those numbers is a fraction of the shape's own size — specifically its largest dimension — rather than a distance in the scene. That's what keeps a bevel looking like the same bevel on a wide capsule and on a tall triangle.

Two of the defaults are worth knowing. Bevel size ships at 0.15, which is exactly its maximum — you can only reduce it. And bevel thickness ships at 0, so out of the box the bevel is inset but has no depth to catch the light. Raising thickness off zero is the single change that makes nodes read as solid objects rather than flat chips.

Node size#

The Node size slider — 0.3 to 3, default 1 — is a multiplier on the whole badge: the shield, the icon on its face, and the clearance the filename sits in above it. Its neighbours don't move, so a node scaled up dominates its patch of the graph rather than pushing it apart.

On screen it isn't in this section at all: you'll find it in Material, directly under the Color swatch.

Note

The preview pane does not show node size. The preview always renders its node at unit scale, so this is the one setting you have to press Apply to actually see.

Shape follows the scope#

Everything on this page respects the scope selector at the top of the panel. Pick a file type first and the shape you choose becomes that type's shape, leaving everything else alone — that's how you get hexagonal configs among shield-shaped source files. See Styling one file type.

Nothing you change here reaches the graph until you press Apply.