User Manual

Table Of Contents
Radius
When a Sphere, Cylinder, Cone, or Torus is selected in the shape menu, this control sets the
radius of the selected shape.
Top Radius
When a cone is selected in the Shape menu, this control is used to define a radius for the top of
a cone, making it possible to create truncated cones.
Start/End Angle
When the Sphere, Cylinder, Cone, or Torus shape is selected in the Shape menu, this range
control determines how much of the shape is drawn. A start angle of 180° and end angle of 360°
would only draw half of the shape.
Start/End Latitude
When a Sphere or Torus is selected in the Shape menu, this range control is used to crop or
slice the object by defining a latitudinal subsection of the object.
Bottom/Top Cap
When Cylinder or Cone is selected in the Shape menu, the Bottom Cap and Top Cap
checkboxes are used to determine if the end caps of these shapes are created or if the shape
is left open.
Section
When the Torus is selected in the Shape menu, Section controls the thickness of the tube
making up the torus.
Subdivision Level/Base/Height
The Subdivision controls are used to determine the tessellation of the mesh on all shapes. The
higher the subdivision, the more vertices each shape has.
Wireframe
Enabling this checkbox causes the mesh to render only the wireframe for the object.
Common Controls
Controls, Materials, Transform and Settings Tabs
The controls for Visibility, Lighting, Matte, Blend Mode, Normals/Tangents, and Object ID in the
Controls tab are common in many 3D nodes. The Materials tab, Transforms tab, and Settings tab
in the Inspector are also duplicated in other 3D nodes. These common controls are described
in detail at the end of this chapter in “The Common Controls” section.
Sphere Map vs. Connecting the Texture to a Sphere Directly
You can connect a LatLong (equirectangular) texture map directly to a sphere instead of piping
it through the Sphere Map node first. This results in a different rendering if you set the start/end
angle and latitude to less than 360°/180°. In the first case, the texture is squashed. When using
the Sphere Map node, the texture is cropped. Compare:
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