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Surface Geometry Rasterize

surface_geometry_rasterize

Rasterizes SurfaceGeometry faces into a Surface with material, face, normal, height, AO, emission, and roughness maps.

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
ă‚”ăƒŒăƒ•ă‚§ăƒŒă‚čゾă‚ȘュトăƒȘ
geometry
SurfaceGeometry
Required
Surface ă«ç”»ćƒćŒ–ă—ăŸă„éąă‚žă‚ȘュトăƒȘです。

Output Ports

NameTypeDescription
ă‚”ăƒŒăƒ•ă‚§ăƒŒă‚č
surface
Surface
靱ゾă‚ȘュトăƒȘă‚’ç”»ćƒćŒ–ă—ăŸă‚”ăƒŒăƒ•ă‚§ăƒŒă‚čです。
ăƒ—ăƒŹăƒ“ăƒ„ăƒŒ
preview
Image
èŠ‹ăŸç›źăźç”»ćƒă‚’çąșèȘă™ă‚‹ăƒ—ăƒŹăƒ“ăƒ„ăƒŒă§ă™ă€‚

Overview

Converts SurfaceGeometry faces into a Surface. It rasterizes face polygons, depth, face IDs, material IDs, normals, and height into maps usable for Surface lighting.

Surface Plane and Iso Scene To Surface already output a Surface, so this node is not needed in ordinary workflows. Use it after extracting and separately processing only a geometry output, when that geometry must be explicitly baked into a Surface again.

Usage tips

  • This advanced node is needed only for a pipeline that passes through geometry. When starting out, use the surface output from each generator directly.
  • It is useful for debugging: switch Surface preview modes to inspect how face geometry is baked into face-ID, normal, and height maps.
  • Raster dimensions are limited to 4096x4096 with an estimated aggregate allocation budget of 768 MiB. Version, face count, point count, and finite coordinates are validated before output buffers are allocated.

Related nodes

  • surface_geometry_plane — a typical geometry source
  • iso_scene_to_surface_geometry — converts a scene to geometry
  • surface_light_preview — reviews the rasterized result

Examples

  • Connect geometry from Surface Plane and use F in the Surface preview to inspect face IDs, N to inspect normals, and ID to inspect material IDs.
  • Connect the output surface to Surface Light Preview and confirm that walls and roofs change brightness based on their orientation.
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Surface Geometry Rasterize — PixPipeline Node Reference