Creates a normal primitive variable on a mesh, using the positions of adjacent vertices.
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
The processed output scene.
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
The input scene
The filter used to control which parts of the scene are processed. A Filter node should be connected here.
The interpolation of the normal primitive variable we are creating. Affects the shape of the resulting normals, because Uniform ( Per-Face ) normals are inherently faceted, whereas Vertex normals are always smooth.
How to weight the multiple faces that contribute to the normal of a vertex. “Equal” averages all faces connected to the vertex - simple to compute, but low quality. “Angle” gives good results for most meshes. “Area” may give good results on hard edge models with tight chamfers and large flat faces.
Used to decide whether edges are smooth or sharp when generating a normal primvar with FaceVarying interpolation. FaceVertices with normals that differ by less than this angle will be averaged together into a smooth normal.
The name of the position primitive variable that drives everything.
The name of the normal primitive variable to output.