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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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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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.