Overview
Creates one rectangular plane as a Surface with face information. It stores the face type, face ID, material ID, depth, and height for a floor, wall, roof, or similar surface.
Normally, connect the surface output directly to Surface Light Preview. Normals,
height, material IDs, and face IDs are generated for the plane's orientation, so
no separate rasterization node is required for preview.
The geometry output is an advanced output for detailed face-data processing. It
is unnecessary for ordinary work.
Usage tips
- Unlike
surface_solid, which creates an untextured flat surface, this node's plane has a face orientation (normal) such as floor, wall, or roof. A wall darkens correctly under lighting. - It is also a convenient minimal setup for learning and testing lighting: connect
one plane to
surface_light_previewand inspect how light direction affects it.
Related nodes
surface_solid— solid-color version without orientationsurface_light_preview— reviews the effect of face orientationsurface_geometry_rasterize— rerasterizes the geometry outputiso_scene_to_surface_geometry— generates face geometry for an entire scene
Examples
- Set
kind=WallLeftandface_id=wall:leftto review lighting on a left wall. - Even with the same stone color, use separate
face_id=iso:topandface_id=wall:leftvalues, then review the face division withFin the Surface preview. - Connect
surfaceto Surface Light Preview and change the light direction to confirm that the wall brightness changes.