Intersect
VEX node
Computes the intersection of a ray with geometry.
This operator computes the intersection of the specified ray with the geometry, and returns the number of the hit primitive or -1. In the case of multiple intersections, the one closest to the ray origin will be used.
Tip
Intersect will only check for intersections within the maximum length of the “Ray Direction” – [0, length(raydir)].
Usages in other examples
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