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Florian Brucker nous apporta ses lumieres en ce 24-02-2007 08:41:
> Mark Birch wrote:
>> I wrote a macro to generate a mesh2 object based on a spline path.
>> It doesn't allow for varying radius along the sweep, and the ends aren't
>> capped so it's just a hollow tube (no CSG). It was written specifically
>> for doing texture-mapped hoses, so the UV mapping is worked out. I'll post
>> it in binaries later.
> Thanks, I'll see if it solves my problem. But as I'm having lots of
> those tubes (around 1000) which are all pretty curvy I'm afraid I might
> run into memory problems. We'll see :)
>> Another simple method is to build the object with spheres & cylinders, and
>> apply the pigment individually to each object.
> That's what I'm doing right now, but you need an awful lot of cylinders
> to make it look right. And the sweep thingy would be more elgant, too ;)
> Regards,
> Florian
In some cases, you can use sections of torus for the curved parts. It can enable
you to dramaticaly reduce the number of components that you need.
--
Alain
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A day for firm decisions!!!!! Or is it?
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