mdl::LwGeometry
===============

.. contents:: :local:

Definitions:
------------
[1/1] 'mdl::LwGeometry::LwBaseGeometry'
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   * SDPropertyCategory = 'Input'
      * 'Opacity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Assign a value, texture or function to define the transparency of the material. Often used to represent complex geometry using simple objects for example wire mesh. When a texture or function is input, black is completely opaque and white completely transparent.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'CornerRadius' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'A bump mapping technique used to simulate slight rounding on sharp edges. Radius defines the amount of rounding and is specified in metres. This is purely a visual representation and is best used to represent small radii on corners.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Emission' = SDMDLValueCall(mdl::Lw::None__default_call___456) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___457) [CONNECTABLE]
         * Description: 'Use a bitmap or function to define the appearance of bumps on the material surface. This is purely a visual representation and is best used to represent small surface variations.'
         * Types:
            * 'float3' (SDTypeFloat3)

      * 'Displacement' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Use a bitmap or function to define actual height variations on the geometry. Note that you have to set additional parameters affecting subdivision and maximum height on the geometry object in order for displacement to be visible.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)
