Three Plane Geometry
The flat rectangle that carries your textures
- geometry
The plane is the most boring shape in 3D and also one of the most useful. A flat rectangle facing +Z is the natural carrier for an image texture - a poster, a screen, a billboard, a texture test card - and once you turn it flat with Three Transform Object it becomes your ground plane. WASThreePlaneGeometry is the Three family's two-minute version of the shape, and for all its simplicity it has one or two settings worth respecting.
What it is
width and height set the rectangle's size in scene units, and width_segments / height_segments divide it up - 1 by 1 gives you a single flat quad, which is exactly right for a plain textured card. The output is a THREE_GEOMETRY, so it feeds a Three Mesh the same way a sphere or torus does.
The default orientation matters: the plane faces +Z, toward a camera sitting at a positive Z looking at the origin. If you want it as a floor, rotate it flat via Three Transform Object. The node's own description calls out the other classic gotcha: only one side is drawn unless the material's side is set to "double," so a plane seen from behind vanishes. Spin one around and it looks missing until you remember it's single-sided.
The input that bites people
The segment counts look like trivia until you need them, and then they're everything. A displacement map moves vertices - and a 1-by-1 plane has four. Raise width_segments and height_segments (think 64 by 64) when:
- a displacement map needs to deform the surface into actual hills and valleys,
- a shader on Three Shader Material needs vertices to move or bend.
For a plain color card or an image texture, 1 by 1 is correct and higher counts are wasted memory. The rule of thumb from the standard material's own tooltip: displacement needs a geometry with segments to move, "such as 64 by 64."
Typical wiring
Plane geometry + Three Standard Material (with a Three Texture From Image wired into its map) → Three Mesh → Three Group. That's your texture preview in about four nodes. Flip the plane to horizontal with Three Transform Object, add a directional Three Light with shadows on, and the same four nodes become a shadow-catching floor.
Install
WASThreePlaneGeometry is part of WAS Node Suite v3. Install through ComfyUI Manager by searching WAS Node Suite v3, or:
cd ComfyUI/custom_nodes
git clone https://github.com/WASasquatch/was-node-suite-comfyui.git
Restart after. Requires ComfyUI 0.14.0+ and Python 3.10+, with no extra packages for this family. If the node is missing from Add Node, the Three family is gated by features.threejs in <ComfyUI user dir>/was-node-suite/config.yaml - set it to true (on by default in current releases) and restart.
Inputs (4)
| Name | Type | Default | Description |
|---|---|---|---|
| width | FLOAT | 1.000.0001–100000 | Size along X in scene units. 1.0 is a unit card, 20.0 a floor. |
| height | FLOAT | 1.000.0001–100000 | Size along Y in scene units. 1.0 is square with a width of 1.0. |
| width_segments | INT | 11–4096 | Divisions across X. 1 is a flat card, 64 gives a shader room to bend it. |
| height_segments | INT | 11–4096 | Divisions across Y. 1 is a flat card, 64 gives a shader room to bend it. |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| geometry | THREE_GEOMETRY | The plane shape, for the geometry socket on Three Mesh. |