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SOLUTIONS
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BUILT-IN MATHEMATICA SYMBOL
VertexNormals
VertexNormals
is an option for graphics primitives which specifies the normal directions to assign to 3D vertices.
DetailsDetails
- VertexNormals can be used with Polygon, Line, Point, and GraphicsComplex.
- VertexNormals->{n1, n2, ...} specifies that vertex i should have effective normal
for purposes of shading by simulated lighting. - The
are vectors of the form
. Only the directions of these vectors ever matter; the vectors are in effect automatically normalized to unit length. - VertexNormals->None specifies that no explicit vertex normals are being given, and normal directions should be deduced from the actual coordinates specified for vertices. For point and line-like primitives, no shading based on simulated lighting should be done.
- VertexNormals->Automatic is equivalent to VertexNormals->None, except that vertex normals given in any enclosing GraphicsComplex will be used.
ExamplesExamplesopen allclose all
Basic Examples (1)Basic Examples (1)
Compute normal vectors using the cross product of edge vectors:
| In[1]:= |
| In[2]:= |
| Out[2]= |
A triangle with normals pointing in the direction
:
| In[3]:= |
| Out[3]= | ![]() |
Using different normals will affect shading:
| In[4]:= |
| Out[4]= | ![]() |
Specify vertex normals for 3D lines:
| In[5]:= |
| Out[5]= | ![]() |
Specify vertex normals for 3D points:
| In[6]:= |
| Out[6]= | ![]() |
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