AFAIK, a primitive plane is 2 dimensional, so no, it can not be "thickened". But maybe you could use a cube and "flatten" that; that's what I do when I need a simple 3d wall. Or if it is about texturing, then maybe use several 'planes' to make a wall; that way you can easily apply a texture to the large "side(s)" of the wall.
You could also try to mess around with a normal map to "lower" the edge with a short gradient, making the plane appear to curve down there. It's a trick designers sometimes use when they make holes in thin items (like clothing) using opacity maps: they match the holes with a normal map.
one could also use a plane for one side of the surface, then create another plane & rotate it so that it becomes another surface, and keep repeating this process until one builds a 3-dimensional equivalent of a plane.
Actually, sometimes I prefer to do this when I'm dropping certain patterns or opacity maps onto the primitive. It doesn't always map well onto a cube for the thing I'm intending to use it for.
I'm loving this. The number of times I have asked a question and then realised, too late, that it was a Doh! moment ... just good to know that others do it too. Even with the OP, my first reaction was "oh, good question" but then it dawned on me before I carried on reading.
I needed 60s style furniture pieces a couple years back. It can be hard to find that sort of specific style, so I used photo references and primitives to make this set. Rendering with DOF is very forgiving. :)
Mostly cubes and cylindars, but also the torus (feet on the table legs), spheres for the clock, and cones for the clock hands. It's not functional -- no actual drawers that open -- but I only needed it for the period feel.
Comments
use a cube instead.
AFAIK, a primitive plane is 2 dimensional, so no, it can not be "thickened". But maybe you could use a cube and "flatten" that; that's what I do when I need a simple 3d wall. Or if it is about texturing, then maybe use several 'planes' to make a wall; that way you can easily apply a texture to the large "side(s)" of the wall.
DELETE
In other words... you need to think in to the box, not out of it.
like a cat
LMAO, we've all been there.
If you had Hexagon, you could send the plane to Hexagon, use the thickness function, and bam. But yeah, I'd probably just reshape a cube.
Solidify in Blender would work as well I think. But yeah, use the Cube, Luke!
(and we've all been either there or in similar 'duh' positions
)
You could also try to mess around with a normal map to "lower" the edge with a short gradient, making the plane appear to curve down there. It's a trick designers sometimes use when they make holes in thin items (like clothing) using opacity maps: they match the holes with a normal map.
pro tip
I edit my primitives with the geometry editor so if you ever need a circular plane, delete half a sphere and scale it to 0 on the y axis
you could just flatten a cylinder to y0
true or the sphere for that matter
but for a single side a cylinder just keeping one end may be better depending on how you want the topology
I prefer the edgeloops on a sphere
You could stack some planes
You are evil.
one could also use a plane for one side of the surface, then create another plane & rotate it so that it becomes another surface, and keep repeating this process until one builds a 3-dimensional equivalent of a plane.
Actually, sometimes I prefer to do this when I'm dropping certain patterns or opacity maps onto the primitive. It doesn't always map well onto a cube for the thing I'm intending to use it for.
I'm loving this. The number of times I have asked a question and then realised, too late, that it was a Doh! moment ... just good to know that others do it too. Even with the OP, my first reaction was "oh, good question" but then it dawned on me before I carried on reading.
I needed 60s style furniture pieces a couple years back. It can be hard to find that sort of specific style, so I used photo references and primitives to make this set. Rendering with DOF is very forgiving. :)
Mostly cubes and cylindars, but also the torus (feet on the table legs), spheres for the clock, and cones for the clock hands. It's not functional -- no actual drawers that open -- but I only needed it for the period feel.
A little psyllium fiber may do the trick...
DELETE
Cylinder with 4 sides will do. Using this trick quite often, but with more sides, if I need a thickness.