Object3D Mesh

3D mesh object. A mesh is a collection of vertices, edges, and faces that define the shape of a 3D object.

Settings

visible

Determines if the object is visible or not.

viewport num

ID number of the target object3d-viewer where the object is displayed.

opacity

Opacity of the object or primitive.

3D pos

XYZ position of the object.

3D rotation

XYZ rotation angles of the object.

3D size

Size of the object along the X, Y, and Z axes.

color diffuse

The base visible color of the material when light shines on it. Simulates light scattered equally in all directions after hitting the surface. Gives the object its general “matte” color.

Example: A red ball has a red diffuse color, so under white light it looks red.

color ambient

The color the object reflects under indirect light (light that is everywhere in the scene, not coming from a specific direction). It represents background/global illumination that lights up surfaces even if they’re not directly lit. Prevents completely black shadows and keeps objects visible in the dark.

Example: In a dim room with no direct lamp, a red ball still looks faintly red because of ambient color.

color specular

The color of the shiny highlights when light reflects off the surface. Simulates mirror-like reflection of light sources. Depends on camera position. Controls the “shininess” or glossiness of the material.

Example: A polished red ball has a bright white highlight (specular = white). A metallic red ball might reflect red highlights (specular = red).

color emissive

The color the object appears to emit on its own, as if glowing. Independent of lighting — it adds brightness directly to the object’s surface. Makes objects look like they generate light (though they don’t actually light up other objects unless you use advanced shaders).

Example: A computer screen in a dark room has emissive colors (the pixels glow by themselves).

color mode

Determines if the object is drawn with a solid color (without any lighting effects) or with the combination of color diffuse, color ambient, color specular, and color emissive.

For the plain color, only the color diffuse is used.

texture

Texture of the object — an image applied to its surfaces.

chunk name

Name of the chunk where is stored the 3D model to display. See object3d-model.

Items used to store 3D models

Data type Stored in items [1]
n is the index of the mesh
Example keys
vertices vertices-00n vertices-000, vertices-001, vertices-002, etc.
indexes indexes-00n indexes-000, indexes-001, indexes-002, etc.
texture coordinates texcoords-00n texcoords-000, texcoords-001, texcoords-002, etc.
texture filenames texture-00n texture-000, texture-001, texture-002, etc.
specular colors specular-00n specular-000, specular-001, specular-002, etc.
diffuse colors diffuse-00n diffuse-000, diffuse-001, diffuse-002, etc.
ambient colors ambient-00n ambient-000, ambient-001, ambient-002, etc.
mesh names name-00n name-000, name-001, name-002, etc.

mesh index

Index of the mesh to display.

auto set texture and color

When ON, the colors (diffuse, specular, ambient ) and the texture are set automatically (if the model contains color and texture information).
When OFF, colors and texture stay unchanged and must be set manually.

two sides

Determines if the mesh are visible from both sides. Settings this value ON can deteriorate GPU performances.

swap yz

Swap Y and Z coordinate to ensure a compatibility with some 3D objects.

rotate 180 on x

Applies a 180° rotation on the X axis.

reset

Resets the mesh colors.

normalize and center

Applies a normalization and move the model to the center during the loading time.

About vertices and indices

vertices points

Vertices are points in 3D space that define the position of the corners or ends of the polygons (usually triangles) that make up the mesh. Each vertex is usually represented by a set of coordinates (x, y, z) in a 3D coordinate system. For example, a vertex could be defined as (1.0, 2.0, 3.0), where 1.0 is the x-coordinate, 2.0 is the y-coordinate, and 3.0 is the z-coordinate.

indices

Indices (indexes) are references to vertices that define how vertices are connected to form polygons. Rather than duplicating vertices for each polygon, indices allow referencing existing vertices, making the mesh more efficient in terms of storage and processing.

For example, if you have a mesh composed of four vertices (A, B, C, D), you can define a triangle using the indices of these vertices. If the vertices are stored in an array, a triangle could be defined by the indices (0, 1, 2), meaning that the triangle is formed by the vertices at position 0, 1, and 2 in the vertex array.

Example

Suppose we have a very simple mesh composed of four vertices forming a square divided into two triangles. The vertices could be defined as follows:

Vertices:
0: (0.0, 0.0, 0.0)
1: (1.0, 0.0, 0.0)
2: (1.0, 1.0, 0.0)
3: (0.0, 1.0, 0.0)

The indices to form the two triangles could be:

Indices:
Triangle 1: (0, 1, 2)
Triangle 2: (0, 2, 3)

In this example, the indices (0, 1, 2) define a triangle formed by vertices 0, 1, and 2, and the indices (0, 2, 3) define a triangle formed by vertices 0, 2, and 3.

Common Settings

info

show manual

Opens the web browser to display information or help about the selected object, if it exists.

For more details about information/help creation, see create-help-file.

description

Description of the module for internal help purposes only. The description is not displayed in the interface.

ID's

visible only in god mode, see setup-panel-tab-expert.

unique ID

Current private ID for this control used to identify the object.

preset ID

Current private preset ID for this control used for presets.

recreate ID

If you experience difficulties in Polyphonic mode, try to recreate new id(s) with this button.

repair ID s

Each Patch shared on the local network uses its own ID (identification number). If you experience issues of Patches that don't send information to the good target, this button will rebuild all these id's.

Object Remote Address

absolute

Absolute remote address. see objects-address.

local

Local to the current patch remote address. see objects-address.

user addr

User defined remote address. see objects-address.

See also

version 7.0.250121

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