Input: Geometry

Node Interface


Nearest C4D equivalent  

This node provides a variety of information about a point to be rendered on the surface of an object.





Outputs the position of the point to be rendered. Note: this is in world space, not object space, so moving the object will result in a different part of the texture being seen.

The effect of this output can be seen in these images. In the first, a Brick Texture is used to shade a Plane object in a Mograph Cloner. You can see that on the left each clone has an identical pattern texture. On the right a Geometry node with Position output has been used to ensure each clone gets a different part of the texture:


Outputs the surface normal at the point to render. Note: normal and bumps maps will affect the returned normal.


Outputs a tangent to the surface at the point to render.

True Normal

As with Normal, but normal and bump maps are ignored.


The output is a vector between the camera and the point to render.


This one is a little difficult to explain. Suppose you have a Color Ramp node whose Fac value is driven by a Gradient Texture node set to Linear. The result (on low-poly sphere) would look like this:

If you now link the Parametric output of the Geometry node to the Vector input of the Gradient Texture node, you will see this:

Essentially, every polygon in the sphere has its own copy of the gradient. The node tree would look like this:


Very useful output which has a value of 1.0 if a normal points away from the camera and 0.0 if it points towards the camera. You can use this to shade a faces differently depending on the direction of the normal. In this node tree, polygons with normals pointing towards the camera are shaded red, those whose normals point away are blue:

This gives a result like this:

(The normals of the blue polygons were deliberately inverted to show the effect.)


This is a potentially very useful output which approximates a curvature shader. It measures the angle between a point to be rendered and an adjacent point and returns a value depending on the result. You can then link this value to other nodes, such as a Color Ramp node, so that the colour depends on the 'pointiness' of the surface point.

in this scene, the left-hand image is a landscape object with a plain Diffuse BSDF shader applied. In the right-hand pane, this is the node tree:

Giving this result:

Note how the concave areas in the object become darker and the sharp, convex areas brighter.