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Placing a Torus in the viewer
Place the torus anywhere in the scene
Place the torus at the origin
Type of geometry to create.
Type of surface skinning the torus.
The plane in which the torus is built.
First value: The radius of the torus. Second value: The radius of the ring.
Offset of torus center from object origin.
Number of divisions along the swept shape.
Number of divisions along the cross-section.
Approximates the surface using non-rational points.
Order of NURBS/Bezier curve in U direction.
Order of NURBS/Bezier curve in V direction.
The start and end sweep angles of the torus.
The start and end angles of the cross-section circle that is swept to make the torus.
Wraps the surface in the U direction.
Wraps the surface in the V direction.
U End Cap
Puts end-caps on the ends of the torus if it is less than 360 degrees.
V End Cap
Applies a face between the top and bottom of the torus, if it is open.
This example contains the various geometry types possible when creating a torus.
The following examples include this node.