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#!F-adobe-helvetica-medium-r-normal--18*
#!N 
#!N  #!Rnormals Normals 
#!N #!N Category #!N #!N  #!Lcatren,dxall760 h Rendering  #!EL  #!N #!N Function #!N #!N 
Computes normals for shading a specified surface. #!N #!N Syntax #!CForestGreen 
#!N #!N  #!F-adobe-courier-bold-r-normal--18*    #!F-adobe-times-bold-r-normal--18*   #!N normals #!EF = Normals(  #!F-adobe-times-bold-r-normal--18*   surface, 
method #!EF ); #!EF #!N #!N #!EC #!N #!N Inputs #!T,1,91,276,461,646 
 #!F-adobe-times-medium-r-normal--14*    #!F-adobe-times-bold-r-normal--18*   #!N TAB Name TAB Type TAB Default TAB Description 
#!EF #!N TAB surface TAB geometry field TAB none TAB surface 
on which to compute #!N TAB - TAB - TAB - 
TAB normals #!N TAB method TAB string TAB "positions" TAB component 
on which to base normals #!N TAB - TAB - TAB 
- TAB #!EF #!N #!N Outputs #!T,1,161,321,646  #!F-adobe-times-medium-r-normal--14*    #!F-adobe-times-bold-r-normal--18*   #!N TAB 
Name TAB Type TAB Description #!EF #!N TAB normals TAB field 
TAB the surface with normals #!N TAB - TAB - TAB 
#!EF #!N #!N Functional Details #!N #!N #!I0 #!N #!N #!I0 
#!N  #!F-adobe-times-bold-r-normal--18*    #!F-adobe-times-bold-r-normal--18*   surface #!EF #!EF #!I50 #!N is the surface 
for which normals are to be created. #!N #!I0 #!N  #!F-adobe-times-bold-r-normal--18*   
 #!F-adobe-times-bold-r-normal--18*   method #!EF #!EF #!I50 #!N is the computational method used 
to create normals for the specified surface. If the parameter specifies: 
#!N #!I0 #!N  #!F-adobe-times-medium-r-normal--18*   #!N #!N #!I30 #!N o "connections," the 
normal for each connection in the field is computed as the 
perpendicular to that element. #!N #!I30 #!N o "faces," the normal 
for each face is computed as the perpendicular to that face. 
This method is intended for use with faces, loops, and edges 
data (see  #!Lflec,dxall220 h Faces, Loops, and Edges Components  #!EL  in IBM Visualization Data Explorer User's Guide). #!N 
#!I30 #!N o "positions," the normal at each position in the 
field is determined by averaging the face normals of the quads 
or triangles incident on the point. Each face normal is weighted 
by the distance between the position and the centroid of the 
face. #!N #!I0 #!N #!EF #!N #!I0 #!N #!N #!N #!N 
#!I0 #!N Notes: #!N #!I30 #!N 1. The Normals module assumes 
that the triangles or quads have consistent point orderings so that 
the average of the face normals at a given point is 
meaningful. #!N #!I30 #!N 2. The Shade module also adds normals 
to a surface. #!N #!I30 #!N 3. Smooth shading (  #!F-adobe-times-bold-r-normal--18*   
method #!EF ="positions") is not supported for faces, loops, and edges 
data. However, you can convert faces, loops, and edges data to 
triangles using Refine, and then perform smooth shading. #!I0 #!N #!N 
#!N #!N Components #!N #!N Creates a "normals" component that is 
position dependent. All other input components are propagated to the output. 
#!N #!N Example Visual Programs #!CForestGreen #!N #!N  #!F-adobe-courier-bold-r-normal--18*   #!N WarpingPositions.net 
#!EF #!N #!N #!EC #!N #!N See Also #!N #!N  #!Lfacenor,dxall847 h FaceNormals  #!EL  
,  #!Lshade,dxall942 h Shade  #!EL  ,  #!Ldisplay,dxall807 h Display  #!EL  ,  #!Lrender,dxall923 h Render  #!EL  ,  #!Limage,dxall860 h Image  #!EL  #!N #!N #!N 
 #!F-adobe-times-medium-i-normal--18*   Next Topic #!EF #!N #!N  #!Loptions,dxall898 h Options  #!EL  #!N  #!F-adobe-times-medium-i-normal--18*   #!N 

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