# 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)]`

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### Usages in other examples

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