Overview
Converts an IsoScene into a Surface with face information. This lets blocks
and extrusions built by the existing isometric generators use surface lighting.
Normally, connect the surface output directly to Surface Light Preview. The
top, left, and right faces of each block have separate face IDs and normals, so
changing the light direction changes the brightness of each face.
The geometry output is a secondary output for passing the original isometric
face data to advanced processing. You can ignore it in normal workflows.
Usage tips
- This bridges isometric scenes and lighting. Route the scene here instead of
through the simple
iso_scene_renderto use all Surface lighting, face-ID, and material-processing features. - Top, left, and right faces have separate face IDs and normals, so
surface_light_previewresponds to the light direction per face. - Use
surface_id_maskto extract part masks such as "left faces only." - Surface rasterization is limited to 4096x4096 and an estimated aggregate allocation of 768 MiB. Oversized or invalid face data is rejected before output allocation.
Related nodes
surface_light_preview— the go-to next step for checking lightingiso_scene_render— simple rendering when lighting is unnecessarysurface_id_mask/surface_edge_highlight— process Surface dataiso_world_to_scene— converts the input
Example
Iso Block → Iso Place → Iso World To Scene → Iso Scene To Surface → Surface Light Preview
This displays a Surface whose block top, left, and right faces each have
separate face IDs and normals.