Isovist 3D
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This page was generated from the component’s built-in descriptions. An in-depth article has not been written for it yet.
Compute an isovist by casting sample rays spherically around a location.
- Pl → Sampling plane and origin. For a hemisphere the plane is the horizon and rays are cast above it.
- Cn → Number of sample rays.
- Rd → Sample radius.
- Ob → Obstacles to sample against (curves, planes, surfaces, breps and meshes are supported).
- Dm → Whether to sample the upper hemisphere or the full sphere of directions.
0→ Hemisphere1→ Sphere
- Md → Ray casting accuracy. Accurate uses exact surface intersections; Fast meshes surfaces and breps for speed.
0→ Accurate1→ Fast