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Working with Geometry

learnMore icon For reference information on the Geometry Editor, see Geometry Editor.

  1. To create geometry in VRED, in the Menu Bar, click Scene > Create Geometry.

  2. Select the type of geometry you want to create. choose from:

    • Line - The connection of two points. Every point has X, Y, and Z coordinates for its positioning in 3D space. The representation of a line object in the Render Window depends on the active render engine. In OpenGL mode, a line is represented as a line. In Raytracing mode, it is represented as a tube capped with half spheres on both ends. The Line Tube Radius material setting controls the radius of tubes used to render lines in raytracing (given in object space).

    • Plane - A flat quadratic face often used to place object shadows onto the ground below. It has X and Y dimensions and it requires input for the number of sub-divisions for both axes.

    • Box - A quadratic, three-dimensional room, also known as a cube. It has X, Y, and Z dimensions and requires input for the amount of subdivisions for each axis.

    • Cylinder - An object that has two circular ends, with the same radius, parallel to each other. A cover wrapped around the distance between, or height, builds the outer skin of the primitive. Increasing the number of sides gives a less faceted look to the object.

    • Cone - Similar to a cylinder; has a circular base, with a top that converged to a single point. Faces for bottom or side are only created when related check boxes are selected upon creation.

    • Sphere - A three-dimensional primitive in the form of a ball. Every point on the surface has the same distance to the center point. This distance can be adjusted within the dialog box, using the radius value. The values for latitude and longitude resolution result in the number of horizontal and vertical subdivisions.

    • Torus - An object shaped like a donut. It has a circular profile limited by the inner and outer radius. The surface is created by rotating the profile around the perpendicular axis in the center of the object. The ring's value controls the number of subdivisions along the axis of rotation. The side's value controls the quantity of horizontal subdivisions.

    • Dome - A dome, or hemisphere, has a flat circular surface at the bottom and a half sphere covering it. The border edge to the bottom surface is chamfered. The Base Radius value controls the dimension of the half sphere, Ground Radius controls chamfer creation. Latres defines the number of perpendicular subdivisions, Longres defines the number of subdivisions around the perpendicular axis.
  3. Enter values appropriate for the geometry, such as XYZ coordinates, length, width, height, radius, and so on.

  4. In the Menu Bar, click Scene > Geometry Editor.

  5. Use the Normals and Geometry tabs to make changes to your geometry.

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