X3D Example Archives: Conformance Nist, Geometric Properties, Normal

 

Normal defines a set of 3D surface-normal vectors that apply either to a sibling Coordinate|CoordinateDouble node, or else to a parent ElevationGrid node. Normal values are perpendicular directions that are used per-polygon or per-vertex when computing lighting and shading.

X3D Tooltips of interest: Normal.

X3D Specification sections of interest: 11 Rendering component,, 11.2 Concepts, 11.2.2.4 Geometric properties: Normals, 11.3.6 X3DNormalNode and 11.4.10 Normal.

X3D Examples Archives of related interest:

 
  8 X3D Models       X3D Model Descriptions
   multi_elevation_face_normals multi elevation face normals Test of browser ability to generate normals to faces of an ElevationGrid geometry. The ElevationGrid has an downward (-Y) perpendicular normal applied to the top half of the ElevationGrid and an upward (+Y) direction normal applied to the bottom half of the geometry. The result is a figure that is visibily illuminated on the bottom half, while the top half remains dark. This is true for both front and back views.
   multi_elevation_vertex_normals multi elevation vertex normals Test of browser ability to generate normals to vertices of an ElevationGrid geometry. The top half of a flat ElevationGrids vertices have a normal to the ElevationGrid plane, pointing downward (-Y). The remaining vertices have a similar normal applied, but with a (+Y) direction. As a result, the top half of the geometry will be illumnated, while the bottom half is not illuminated. This is true for both front and rear views.
   multi_faceset_face_normals multi faceset face normals Test browsers implementation of Normal node to IndexedFaceSet faces, by applying outward direction perpendicular normals to the front, back, top and bottom faces of a rectangular IndexedFaceSet. Apply inward perpendicular normals to the left and right hand faces. The result is an IndexedFaceSet that is illuminated on the front, back, top and bottom, and unlit on the right and left faces.
   normals15000 normals 15000 Test browser to apply 15000 normals to an ElevationGrid geometry. A single (+Y) direction normal is applied to all vertices of a flat ElevationGrid. The result is an object that is illuminated when viewed from the top or bottom, and not illuminated when viewed from any side.
   single_elevation_face_normals single elevation face normals Test of browser ability to generate normals to faces for an ElevationGrid geometry. The ElevationGrid has an upward (+Y) perpendicular normal applied to all faces of this ElevationGrid. The result is a figure that is illuminated when viewed from the top or bottom, but is not illuminated when viewed from any side.
   single_elevation_vertex_normals single elevation vertex normals Test of browser ability to generate normals to faces for an ElevationGrid geometry. The ElevationGrid has a upward perpendicular normal (+Y) applied to all vertices of the ElevationGrid. The result is a figure that is illuminated when viewed from the top or bottom, but is not illuminated when viewed from the side.
   single_faceset_face_normals single faceset face normals Test browsers implementation of Normal node to IndexedFaceSet faces, by applying a single (+Z) direction perpendicular normal to all faces of a rectangular IndexedFaceSet. Initially the object is illuminated. Rotating the object beyond 90 degrees in any direction causes the geometry to be unlit.
   single_faceset_vertex_normals single faceset vertex normals This world tests browser implementation of the Normal node applied to vertices of a rectangular IndexedFaceSet. By applying a +Z Normal to all vertices of the IndexedFaceSet, the object is illuminated only while rotated less than 90 degrees along the X or Y axis. The object is unlit if rotated beyond 90 degrees in either direction.

The X3D Resources: Examples page and Savage Developers Guide provide more information about the production of this archive.