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Michael Zier wrote:
> Hello all,
>
> I could not resist to create an inverse 3D Trouchet tiling as shown by scam
> previously.
> It is done completely in SDL by a bunch of #while loops. The whole object is
> one mesh.
> I had first made a regular tiling with smooth_triangles, but since I have no
> clue how
> to transform the normal vectors (or too lazy to create some from the
> vertices), I reverted
> to normal triangles...
You know, the surface subdivision patch for POV 3.6 can smooth meshes
instantly. If you don't download it for any other reason than that, it's
still worth it.
> Hope you like it, I'll post the source code to p.b.s-f., so you may play
> around with it.
It's pretty cool!
-Sam
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