Excellent!
Sure, I'll beta test.
What I am trying to do is build a 'dome
city' -
along the lines of a geodesic dome, but for (redundancy) I'm building a
city
with 4 'lobes'. I was trying to make the glass
(plastic, etc)
of the dome actually have glass IOR, so that it looks like a series of
window
panes. When I first starting doing this is when I noticed the bug
I
commented on earlier. What was happening is that the entire 'dome'
is one
big block of glass, rather than a hollow shell.
One idea I had, had been to take 2
domes, and
CSG the inner out of the larger one to get a 'hollow' dome, i.e. panes
of
glass. However, this would probably make the glass not quite all
the same
thickness.
You can see the weird way the buildings
look in the
attached screenshot, which gives you a rough idea of what I"m going for
(most of
the city isn't detailed properly, and a few buildings stick up too high,
but you
get the general idea).
(This is to be a dome city on
Mars).
The problem with the facet/wire spacing
is apparent
when you ok at the top of the 'city' - the lines in the dome get quite
closely
spaced. Look at CityBigger-1, everything doesn't look too bad
(other than
the bad problem with the IOR, given that the whole thing is one block of
'glass'). However, look at CityBigger-2.jpg, you can see how the
lines at
the top of the dome are looking a bit odd.
The dome settings:
EpiCycloide, 4 sides, Parameter
1.0
Slope: Sinus-Cosinus, twist
0.
Window: sans.
(faces, wires, etc). You can see
a rough idea
of what I'm making in the PNG shot of the Moray workspace, although I"ll
need to
make that a separate post.
== John
==
Hello,
The problem with degenerated
triangles in meshes
is fixed (if you are in a hurry with this one I can send it to
you).
Could you give more information about
hollow dome
(meshes are hollow)
The other problem of evenly spaced
meridians is a
bit more tricky (at least for certain slopes), I hope I'll find some
time this
week to have a look on it.
Philippe
Gibone