Geometry
#
The geometry object is a basic primitive in the three-dimensional scene and wraps the data in which rays can intersect. It contains a single geometric instance and is added to the scene together with other geometries using a geometry group.
Mesh#
Each geometry object wraps a single mesh. Triangular faces are a requirement for the ray-tracing algorithm so quad faces will automatically be triangulated using the shortest diagonal. If this is not the desired outcome then it is recommended to triangulate meshes before they are used in Cyclops.
The per vertex normals of the mesh will be interpolated using Phong shading in order to determine the exact normal when a ray intersects with a face. This will produce smoothly varying surface normals and remove flat faceted shading and is useful when a mesh is used to describe a curved surface. Cyclops applies flat shading where normals are perpendicular to the faces of the mesh if no normals are supplied.
Material Name#
The name of the material that will be applied to the geometry. A default material will be used if there is no material in the scene that corresponds to the given material name.
Parameter#
The parameter is used to determine the colour when a gradient-based material is applied to the geometry.