Creates a mesh in a shape defined by parametric math expressions.
This node creates a mesh whose vertex positions and texture mapping are defined by a set of math expressions. The expressions can use the variables U and V. This node calculates each expression for evenly spaced values of U and V. Each calculation becomes a vertex in the resulting mesh.
Time
— The time at which to calculate the expressions. (This only affects the output if the Time
variable is used in the expressions.)X Expression
, Y Expression
, Z Expression
— The math expressions for the (X,Y,Z) position of each vertex. Typically, the values of X Expression
should increase as U increases, and the values of Y Expression
should increase as V increases. (Otherwise, the triangles that make up the mesh may be facing backwards, which means they won’t be drawn.)Rows
, Columns
— Each of the above expressions is calculated for Rows
number of values of V and Columns
number of values of U. The total number of vertices in the mesh is Rows * Columns
.U Closed
, V Closed
— If true, then the mesh surface will wrap around from the vertices calculated for U=1 or V=1 to the vertices calculated for U=0 or V=0. If false, then either the mesh surface won’t wrap around or, if the math expressions do cause it to wrap around, any 3D scene object created from the mesh may have a visible seam.The math expressions can use:
U Min
to U Max
and V Min
to V Max
Columns
and 1 to Rows
, respectivelyFor a complete list of the operators and functions available, see the Calculate
(vuo.math.calculate
) node’s description.
For help understanding the math used by this node, see Introduction to parametric equations and Introduction to parametrizing a surface with two parameters.
Keywords: expression, grid, math, plane, shape, surface