Overview
Ribbon 3D creates an array of parallel lines (or a single line) stretched between a start point and an end point. Each line is subdivided into several segments so it can be deformed naturally.
The node has pre-assigned texture coordinates: you can plug in a 2D texture directly without setting up any UV mapping.
Where to find this node
- Effects Library:
Tools > 3D > Ribbon 3D - Quick add: right-click in the Node Editor →
Add Tool > 3D > Ribbon 3D
Important limitation: OpenGL only
Ribbon 3D requires OpenGL. It produces no visible output with the Software Renderer.
As a result, you must set your Renderer 3D to OpenGL mode to see the ribbon. Its appearance can also vary with GPU drivers (line thickness in particular).
For a final Software Renderer render with a similar shape, use a thin Shape 3D plane or an external mesh instead.
Inputs
- SceneInput (orange) - optional. Accepts another 3D scene to combine with the ribbon.
- MaterialInput (green) - optional. 2D texture or 3D material to color/style the ribbon.
Setup
The Ribbon behaves like any other geometry source:
Ribbon 3D → Merge 3D ← Camera 3D
↓
Renderer 3D (OpenGL mode)Controls tab
Geometry definition
- Number of Lines (default: 1)
- Number of parallel lines between the start and end points. 1 = a single line.
> 1= a real wide ribbon. - Ribbon Width
- Spacing between the parallel lines. Ignored if Number of Lines = 1.
- Start Point (X, Y, Z)
- 3D coordinates of the start point. Animatable to make the ribbon "grow".
- End Point (X, Y, Z)
- 3D coordinates of the end point. Animatable in the same way.
Line quality
- Line Thickness
- Line thickness (floating-point value). Note: some graphics cards only accept integers - test before relying on a fractional thickness.
- Subdivision Level (default: 10)
- Number of vertices per line segment. Higher = a smoother ribbon when it is deformed. Essential before a
Displace 3D- a barely subdivided ribbon gives a "stepped" effect. - Ribbon Rotation
- Rotation around the axis defined by Start and End. Lets you orient the ribbon in the plane you want (horizontal, vertical, oblique).
Rendering
- Anti-Aliasing
- Enables line anti-aliasing. Can produce visible gaps between segments when Line Thickness is high - test it.
Use cases
- Lightning bolt - Ribbon 3D with a high Subdivision Level →
Displace 3Dwith an animatedFastNoise. The straight ribbon twists randomly to form a dynamic lightning bolt. - Trail - a fixed Start point, an End point that follows an animated object. The ribbon "unfolds" between the two.
- Connector between two objects - Start and End points connected (through Connect To) to the positions of two 3D objects. The ribbon follows their movements.
- Rail for Replicate 3D - Ribbon as the destination of a
Replicate 3D: objects (arrows, beads) are placed on each vertex of the ribbon → a string of beads effect. - Rope / textured line - Ribbon + 2D texture (e.g. a twisted pattern) = a visual rope.
- Pure motion graphics - End point animated with an offset relative to the Start to create a "whip" (elastic lash) effect.
Tips & pitfalls
- Nothing on screen? → check that your
Renderer 3Dis in OpenGL mode. Ribbon doesn't work in Software. - Subdivision too low - the ribbon looks "stepped" after a Displace. Go up to 30+.
- Fractional Line Thickness ignored - if your graphics card only supports integers, going from 1.5 to 1 changes nothing visually. Test it: use widely spaced values (1, 2, 4) to see whether it reacts.
- For a very realistic lightning bolt, combine an animated Ribbon Rotation +
Displace 3Dwith noise → the bolt rotates AND deforms. - Software-friendly alternative to Ribbon: a very thin (Height = 0.02), highly subdivided
Shape 3Dplane gives a ribbon you can render in Software, at the cost of more vertices. - For a trail that fades away, animate the Start Point so it catches up with the End Point - the ribbon "empties" from the back.
