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As_mod4

The Geometry node provides geometric information about the current shading point in World Space, including position, normal, tangent, and incoming vector. It has no inputs or properties but offers various outputs such as parametric coordinates and backfacing information. Additionally, attributes and fields are discussed, with attributes being data stored per-element and fields acting as functions that transform inputs into outputs for geometry nodes.

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0% found this document useful (0 votes)
2 views

As_mod4

The Geometry node provides geometric information about the current shading point in World Space, including position, normal, tangent, and incoming vector. It has no inputs or properties but offers various outputs such as parametric coordinates and backfacing information. Additionally, attributes and fields are discussed, with attributes being data stored per-element and fields acting as functions that transform inputs into outputs for geometry nodes.

Uploaded by

afrah mehar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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Geometry Node

• The Geometry node gives geometric information


about the current shading point. All vector
coordinates are in World Space. For volume
shaders, only the position and incoming vector are
available.
• Inputs
• This node has no inputs.
• Properties
• This node has no properties.
• Position
• Position of the shading point.
• Normal
• Shading normal at the surface (includes smooth normals and bump mapping).
• Tangent
• Tangent at the surface.
• True Normal
• Geometry or flat normal of the surface.
• Incoming
• Vector pointing towards the point the shading point is being viewed from.
• Parametric
• Parametric coordinates of the shading point on the surface. To area lights it outputs its UV coordinates in planar mapping and
in spherical coordinates to point lights.
• Backfacing
• 1.0 if the face is being viewed from the back side, 0.0 for the front side.
• Pointiness Cycles Only
• An approximation of the curvature of the mesh per vertex. Lighter values indicate convex angles, darker values indicate
concave angles. It allows you to do effects like dirt maps and wear-off effects.
Attributes
• An attribute is a generic term to describe data
stored per-element in a geometry data-block. For
example, every vertex can have an associated
number or vector. Attributes can be altered by
connecting a value to the Group Output node, but
also many nodes can change the values of specific
attributes.
• Named Attributes
• Named attributes are created and used in other
areas of Blender like shaders, painting, and UV
mapping. In the modifier panel, a named attribute
can be used for input by clicking the icon to the
right of the value button. The string input input
allows you to search and choose existing attributes
from the modifier’s input geometry.
• Fields
• Fundamentally, a field is a function: a set of
instructions that can transform an arbitrary number
of inputs into a single output. A field’s result can
then be calculated many times with different input
data. They are used all over geometry nodes to
allow calculations that have different results for
every element (mesh vertices, faces, etc.).
• For example, in the figure above, the field
connected to the “Set Position” node depends on
two inputs, Position and Index, and transforms
them into a vector using a single instruction.

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