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