3D cylinder object.

Determines if the object is visible or not.
ID number of the target object3d-viewer where the object is displayed.
Opacity of the object or primitive.
XYZ position of the object.
XYZ rotation angles of the object.
Size of the object along the X, Y, and Z axes.
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.
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.
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).
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).
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 of the object — an image applied to its surfaces.
Number of subdivisions used to generate the mesh. Higher values produce a smoother surface but require more processing.
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 of the module for internal help purposes only. The description is not displayed in the interface.
visible only in god mode, see setup-panel-tab-expert.
Current private ID for this control used to identify the object.
Current private preset ID for this control used for presets.
If you experience difficulties in Polyphonic mode, try to recreate new id(s) with this button.
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.
Absolute remote address. see objects-address.
Local to the current patch remote address. see objects-address.
User defined remote address. see objects-address.
version 7.0.250121
Edit All Pages