Region by Nodes tool

The Regions by Nodes tool allows you to create regions when you are in the process of creating a new model or adding to an existing model. To access this tool, click Region By Nodes (Geometry tab > Create panel > Regions > Region By Nodes).

The Region By Nodes Region by Nodes command is used to define the shape of a part surface by the nodes that you specify.

Dialog element Explanation
Select nodes Allows you to select the nodes that define a region. If your selection contains more nodes than the visible box holds, the box scrolls so that all selected nodes can be seen.

Click and drag the cursor to select the required nodes.

Note: The nodes must be selected in order.
Create as Allows you to simultaneously create a modeling entity and assign properties to it. For example
  • You can create a curve and assign runner properties to it.
  • You can create a region and assign part surface properties to it.

In some cases you have the option to Create as modeling entity. No properties will be assigned. This option may be appropriate if, for example, you are creating curves to construct a region. You must assign properties to the region, but you don't need to assign properties to the curves.

Tip: To change the properties of an entity, click Change.
Filter The filter helps you select a desired model or mesh entity. When you use a filter, the pointer will snap to the specified entity.
Create as
Allows you to simultaneously create a modeling entity and assign properties to it.
For example
  • You can create a curve and assign runner properties to it.
  • You can create a region and assign part surface properties to it.

In some cases you have the option to Create as modeling entity. No properties will be assigned. This option may be appropriate if, for example, you are creating curves to construct a region. You must assign properties to the region, but you don't need to assign properties to the curves.

Tip: To change the properties of an entity, click Change.
Filter
The filter helps you select a desired model or mesh entity. When you use a filter, the pointer will snap to the specified entity.