Graphics Reference
In-Depth Information
Fig. 2.7 Clipping planes specify the renderable limits of a scene
Fig. 2.8 The three most common geometric primitives: a cube, sphere, and cylinder
2.3.3
Object Creation
There are four ways to put an object into your scene. Artists can draw the new object
vertex-by-vertex, import it from another application, convert it from a different type
of geometry, or if the object matches a certain type of shape, it can be created auto-
matically at the push of a button. This last category of object creation is used if the
object should resemble or can be made out of a simple regular solid. These are
known as geometric primitives . A geometric primitive is a simple object like a cube,
sphere, cylinder, plane or torus (Fig. 2.8 ). There are other types of primitives, but
these are the most common.
2.3.4
Selection
To modify an object after it has been put into the scene, one must know how to
select an object. Find your selection tool and practice with it. This tool will allow
you to select whole objects, but also components, like individual vertices, faces,
or edges.
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