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

These parameters affect the normals of the selected geometry.
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.
Crease Angle - Defines the angle used for identifying neighboring vertex normals.
Select - Starts the identification and selection process.
Separates geometry into discrete objects, when the angle between the vertex normals is larger than the value specified by the Separation Angle.
Separation Angle - Defines the angle used for separation.
Separate - Starts the separating process.
Calculates the tangents and binormals of the given UV texture coordinates.
Source - Shows the texture coordinates that should be used to calculate the tangents & binormals.
Tangent - Shows the texture coordinate slot that the tangent values are saved in.
Binormal - Shows the texture coordinate slot that the binormal values are saved in.
Calculate - Executes the calculation using the selected values from Source, Tangent, and Binormal.
These parameters affect the selected geometry.

Provides the functionality for re-tessellation of surface (NURBS) data in the scene.
Tessellation Quality - Displays different presets to help you choose reasonable settings, if you are a casual user.
| Tesselation Quality | Coarse | Low | Medium | High |
|---|---|---|---|---|
| Chord Deviation | 1.00 | 0.15 | 0.075 | 0.0375 |
| Normal Tolerance | 30.00 | 20.00 | 10.00 | 7.50 |
| Max Chord Length | 400.00 | 300.00 | 200.00 | 100.00 |
| Enable Stitching | Yes | Yes | Yes | Yes |
| Stitching Tolerance | 0.10 | 0.10 | 0.10 | 0.10 |
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.
Correct Wrong Normals - Flips polygon normals pointing away from the camera, if they are encountered during the analysis.
As of 2022.3, you can flip normals at the triangle level without "removing" other triangles.
Decore Mode - Defines the action to be taken, when geometry is determined to be inside another and non-visible. Choose from the following:
Transparent Objects - Determines how objects behind transparent objects are handled. Select from the following:
Ignore - Transparent objects are ignored (i.e., they do not occlude other objects and they are not occluded by other objects). (Fastest mode)
Treat as Transparent - Transparent objects will not occlude other objects, but they can be occluded by non-transparent objects. (Slower, but most accurate mode)
Treat as Opaque - No special handling for transparent objects, they are treated as opaque.
Sub Objects - Determines how sub-objects are factored in when decoring. When neither is enabled, sub-objects are not changed and decoring only happens at the object level.
Start - Once all parameters are set, click Start to begin the decoring process.
For Python for decoring, see vrDecoreService, vrdDecoreSettings, and vrGeometryTypes.