|
|
> On Thu, 11 Nov 2010 18:16:38 +0200, Alain <aze### [at] qwertyorg> wrote:
>
>>> On Thu, 11 Nov 2010 03:59:52 +0200, Alain <aze### [at] qwertyorg> wrote:
>
>> Good. That way, you ensure that you preserve the original shape for
>> the top and bottom.
>>
>> Make it into a mesh:
>> mesh{triangle{T1,T2,T3}// original triangle
>> triangle{T1,T2,T1+V1} //side of T1 and T2
>> triangle{T1,T2+V1,T1+V1} //
>> triangle{T2,T2+V1,T3} // side of T2 and T3
>> triangle{T2+V1,T2,T3+V1} //
>> triangle{T1,T3+V1,T3} // side of T3 and T1
>> triangle{T1+V1,T3+V1,T3} //
>> triangle{T1+V1,T2+V1,T3+V1}// Original triangle fully displaced by
>> vector V1
>> }
>>
>> It's easier to apply a texture that way.
>> You should then put all meshes into an union.
>>
>>
>> Alain
>
> I just thought of something else: If you make V1 the same as the normal
> for that point you can get interesting results. For instance making a
> something grow fatter =:o
>
> -Nekar Xenos-
Worth experimenting :)
Alain
Post a reply to this message
|
|