About the Geometry Editor

Scene > Geometry Editor

The Geometry Editor contains functions for modifying scene geometry. Use it to adjust/flip normals and re-tessellate NURBS surfaces.

Geometry Editor

Normals

These parameters affect the normals of the selected geometry.

Normal Calculations

Adjacency Selection

Selects the triangles of the geometry that have neighboring vertex normals less than the given Crease Angle value. This function, along with the Separate Objects function, can be useful when selecting portions of an object to separate it.

Separate Objects

Separates geometry into discrete objects, when the angle between the vertex normals is larger than the value specified by the Separation Angle.

Tangents/Binormal

Calculates the tangents and binormals of the given UV texture coordinates.

Geometry

These parameters affect the selected geometry.

Geometry Editor with new Decore & Color Normals section

Tessellation

Provides the functionality for re-tessellation of surface (NURBS) data in the scene.

Decore & Correct Normals

Decoring removes redundant geometry that is inside other geometry, like screws and mountings inside a door covering. Since it is not visible, won't be seen when rendered, decoring makes the file lighter and reduces render time. A virtual camera flies around the selected object, takes screenshots, and depending on your settings, removes or ignores non-visible geometry, or sets the normals to bside.

Access geometry normals (or use vrdGeometryNode, set/getNormals), set the correct face normals (or use vrDecoreService), and select your decore settings.

For Python for decoring, see vrDecoreService, vrdDecoreSettings, and vrGeometryTypes.