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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 | #!F-adobe-helvetica-medium-r-normal--18*
#!N
#!N #!Rnormals Normals
#!N #!N Category #!N #!N #!Lcatren,dxall760 h Rendering #!EL #!N #!N Function #!N #!N
Computes normals for shading a specified surface. #!N #!N Syntax #!CForestGreen
#!N #!N #!F-adobe-courier-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* #!N normals #!EF = Normals( #!F-adobe-times-bold-r-normal--18* surface,
method #!EF ); #!EF #!N #!N #!EC #!N #!N Inputs #!T,1,91,276,461,646
#!F-adobe-times-medium-r-normal--14* #!F-adobe-times-bold-r-normal--18* #!N TAB Name TAB Type TAB Default TAB Description
#!EF #!N TAB surface TAB geometry field TAB none TAB surface
on which to compute #!N TAB - TAB - TAB -
TAB normals #!N TAB method TAB string TAB "positions" TAB component
on which to base normals #!N TAB - TAB - TAB
- TAB #!EF #!N #!N Outputs #!T,1,161,321,646 #!F-adobe-times-medium-r-normal--14* #!F-adobe-times-bold-r-normal--18* #!N TAB
Name TAB Type TAB Description #!EF #!N TAB normals TAB field
TAB the surface with normals #!N TAB - TAB - TAB
#!EF #!N #!N Functional Details #!N #!N #!I0 #!N #!N #!I0
#!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* surface #!EF #!EF #!I50 #!N is the surface
for which normals are to be created. #!N #!I0 #!N #!F-adobe-times-bold-r-normal--18*
#!F-adobe-times-bold-r-normal--18* method #!EF #!EF #!I50 #!N is the computational method used
to create normals for the specified surface. If the parameter specifies:
#!N #!I0 #!N #!F-adobe-times-medium-r-normal--18* #!N #!N #!I30 #!N o "connections," the
normal for each connection in the field is computed as the
perpendicular to that element. #!N #!I30 #!N o "faces," the normal
for each face is computed as the perpendicular to that face.
This method is intended for use with faces, loops, and edges
data (see #!Lflec,dxall220 h Faces, Loops, and Edges Components #!EL in IBM Visualization Data Explorer User's Guide). #!N
#!I30 #!N o "positions," the normal at each position in the
field is determined by averaging the face normals of the quads
or triangles incident on the point. Each face normal is weighted
by the distance between the position and the centroid of the
face. #!N #!I0 #!N #!EF #!N #!I0 #!N #!N #!N #!N
#!I0 #!N Notes: #!N #!I30 #!N 1. The Normals module assumes
that the triangles or quads have consistent point orderings so that
the average of the face normals at a given point is
meaningful. #!N #!I30 #!N 2. The Shade module also adds normals
to a surface. #!N #!I30 #!N 3. Smooth shading ( #!F-adobe-times-bold-r-normal--18*
method #!EF ="positions") is not supported for faces, loops, and edges
data. However, you can convert faces, loops, and edges data to
triangles using Refine, and then perform smooth shading. #!I0 #!N #!N
#!N #!N Components #!N #!N Creates a "normals" component that is
position dependent. All other input components are propagated to the output.
#!N #!N Example Visual Programs #!CForestGreen #!N #!N #!F-adobe-courier-bold-r-normal--18* #!N WarpingPositions.net
#!EF #!N #!N #!EC #!N #!N See Also #!N #!N #!Lfacenor,dxall847 h FaceNormals #!EL
, #!Lshade,dxall942 h Shade #!EL , #!Ldisplay,dxall807 h Display #!EL , #!Lrender,dxall923 h Render #!EL , #!Limage,dxall860 h Image #!EL #!N #!N #!N
#!F-adobe-times-medium-i-normal--18* Next Topic #!EF #!N #!N #!Loptions,dxall898 h Options #!EL #!N #!F-adobe-times-medium-i-normal--18* #!N
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