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Splines

Visionary Render supports splines with various types of knot. These can be imported from another application like 3ds Max or created on the fly in your scenes.

Create

To add a spline to your scene, right-click on a node in the Scenes tree (such as the root node or an Assembly) and choose Create > Geometric Shape > Spline from the context menu. Now right-click on the Spline node and choose Create > Knot from the context menu to add a knot to the spline.

warning

You will need to add at least two knots to the spline (at different locations) before it will be rendered in your scene. There is no limit to the number of knots that you can add to a spline, but keep in mind that having lots of knots will affect performance so it is best to use as few as possible to create your desired shape.

Edit

Helpers

Helpers are manipulators that are rendered in the 3D scene to permit you to modify the shape of splines. They can be enabled or disabled from the helpers menu in the Toolbar (by default, they are enabled).

The circles - or "handles" - will be highlighted yellow when the cursor is hovered over them and orange when they are selected. Left-click + Drag a handle to change the position of a knot or Bezier handle in the spline.

Multiselect

You can select multiple handles with Ctrl + Left-click and move them with Right-click + Drag or via the PRS manipulator.

note

You can only select one handle of each Bezier knot at a time.

Snapping

The spline will be automatically snapped to surfaces when it is dragged whilst taking into account the thickness of the tube. To disable this, hold down the Shift key whilst dragging a handle. Alternatively, you can hold down the Alt key to enable snapping to vertices.

Properties

Spline

PropertyDescription
EnabledWhether or not to render the spline in the scene. [default: true]
TransformThe position, rotation and scale to apply to the spline. [default: identity]
Draw ModeWhether to render the spline as a line or tube in the scene. [default: Line]
SidesIf in tube mode, the number of sides to apply to the tube geometry. Increase this value to make the tube smoother. [default: 16]
UV ModeControls how textures repeat along the length of the spline. There are 3 options: - Per segment - Textures are scaled to fit each segment. [default] - Whole spline - Textures are scaled to fit the whole spline. Length - Textures are scaled with the physical length of the spline.
UV ScaleAdjusts the scale of the textures applied to the spline. [default: 1.0, 1.0]
ThicknessThe thickness of the spline path. This will be in pixels if the Draw Mode is Line or in centimetres if the Draw Mode is Tube. [default: 1.0]
SubdivisionsThe number of interpolated points between each pair of knots. [default: 10]
MaterialThe material to apply to the spline. [default: none]
ClosedWhether to render a segment of the spline between the first and last knots. [default: true]
Shadow CasterWhether or not the spline casts a shadow. [default: false]

Knot

PropertyDescription
TransformThe position, rotation and scale to apply to the knot. [default: identity]
InterpolationThe method used to generate the curve at this knot. There are five options: - Auto - Generates a smooth curve. [default] - Corner - Generates a sharp corner. - Bezier - Generates a curve using the handle positions. - Bezier Corner - Generates a curve or corner using the handle positions. - Auto (round) - Generates a more rounded curve, which is good for approximating circles or ellipses.
Handle 1Controls the direction of the curve between this knot and the previous one. [default: 0, 0, 0]
Handle 2Controls the direction of the curve between this knot and the next one. [default: 0, 0, 0]
Mirror HandlesKeep the Bezier handles the same distance from the knot as each other. [default: False]

Curvature

Visionary Render permits you to assign a gradient to splines to highlight the degree of curvature at their knots.

To do this, create a new Gradient and assign it to any of the map properties, for example the Emissive Map property of the spline's Material. Now set the UV Channel property of the Gradient to '2' and edit the gradient as desired to show the curvature of the spline.