Test geometry provides some built in geometry to prototype and experiment with.
The shader ball provides a standardized method to test shaders.
Split by Seam
Splits the shader ball into two separate pieces with a seam running between them. This is useful if you have edge-aware shaders and want to ensure they handle boundaries properly.
Add screws to the shader ball; allowing testing of how your shader interacts with reflective surfaces.
The screws are purely ornamental and are not required for the structural integrity of the shader ball.
The material to apply to the shell of the shader ball. If not set, the material assigned to the object as a whole is used.
Use Material On Pedestal
The base of the shader ball can use a different material than the shell. This is useful for investigating the interaction of two shaders.
The specific material to use for the pedestal. By default this uses an internal brushed metal material.
Position of the center.
Rotation of the geometry about its center.