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182 Chapter 5: Creating Geometry
Radius 1 and Radius 2
Rotation—Sets the degree of rotation. Vertices
are uniformly rotated about the circle running
through the center of the torus ring. Positive and
negative values for this setting "roll" the ver tices in
either direction over the surface of the torus.
Rotation and Twist
Twi st—Sets the degree of twist. Cross sections
areprogressivelyrotatedaboutthecirclerunning
through the center of the torus. Beginning with
tw ist, each successive cross section is rotated until
the last one has the number of degrees specified.
Twisti ng a closed (unsliced) torus creates a
constrict ion in the first segment. You can avoid
this by either twisting in increments of 360 degrees,
or by turning Slice on and setting both Slice From
and Slice To to 0 to maintain a complete torus.
Segments—Sets the number of radial divisions
around the torus. By reducing this number, you
can create polygonal rings instead of circular ones.
Sides—Sets the number of sides on the
cross-sectional circle of the torus. By reducing this
number , you can create prism-like cross sections
instead of circular ones.
Smooth group
Choose one of four levels of smoothing:
All—(default) Produces complete smoothing on
all surfaces of the torus.
Sides—Smoothes the edges between adjacent
segments, producing smooth bands running
around the torus.
None—Tu rns off smoothing entirely, producing
prism-like facets on the torus.
Segments—Smoothes each segment
individually, producing ring-like segments
along the torus.
Slice On—Creates a portion of a sliced torus rather
than the entire 360 degrees.
Slice From—When Slice On is on, specifies the
anglewherethetorusslicebegins.
Slice To—When Slice On is on, specifies the angle
where the torus slice ends.
Gener ate Ma pping Coords Generates coordinates
for applying mapped materials to the tor us.
Default=on.
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
totheobject. Thescalingvaluesarecontrolled
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page
2–1625).Default=off.
Pyramid Primitive
Create panel > Geometry button > Standard Primitives >
Object Type rollout > Pyramid button
Create menu > Standard Primitives > Pyramid
The Pyramid primitive has a square or rectangular
base and t riangular sides.