Creates a scene object 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.
Transform
— Changes the object’s translation, rotation, or scale, in Vuo Coordinates.Material
— A shader, image, or color to apply to the object. If no material is provided, this node uses a default shader that stretches a gradient-colored checkerboard across the object.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 Range
and V Range
Columns
and 1 to Rows
, respectivelyFor a complete list of the operators and functions available, see the 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: draw, graphics, mesh, model, opengl, points, scenegraph, segments, shader, texture, vertices