Ray Cast BVH Tree
This node sends a ray through the scene and gather some information
about its intersection with the mesh defined by the BVH tree.
- Start At Infinity - If enabled, the ray will start from an
infinitely far point along the line defined by the input Ray
Direction and Ray Start (Which in this case doesn’t represent the
actual starting point but just the position of the ray). Max
distance input will also be unusable if enabled.
- BVH - A BVH tree that represents the mesh you want to intersect
the ray with.
- Ray Start - A vector that represents the starting point of the
- Ray Direction - A vector that represents the direction of the
ray. It doesn’t have to be normalized.
- Min Distance - It is distance from the ray start at which
intersections are starting to be considered.
- Max Distance - It is the distance from the ray start at which
intersections are not considered anymore.
- Location - A vector that represents the location of the point of
intersection if there was any. (It is a null vector if there was no
- Normal - A unit vector that represents the surface normal at the
point of intersection if there was any. (It is a null vector if
there was no intersection)
- Distance - The distance between the ray start and the point of
intersection if there was any. (It is zero if there was no
- Polygon Index - The index of the polygon that the ray intersect
if it did. (It is -1 if there was no intersection)
- Hit - A boolean which is True if there was an intersection and
- Adjusting minimum and maximum distances won’t affect the speed of
the ray cast.
- If you want to define the ray by 2 points one of them is the
starting point, linear algebra tells you to subtract your second
point from your starting point then plug it as the ray direction.