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OK, after the initial inspiration by BGimeno, and some much needed assistance
from TOK, clipka, and jr,
I managed to make some significant headway, and then sat down for Round Two to
work out the intimate details of Theta, Phi, the parametric equations, the array
assignments, and the array-of-array assignments.
12x36 patches, 4 corners established by the parametric and f_noise3d(), then
vectors for the planes containing those corners calculated, then the remaining
12 intermediate control points for each patch interpolated from those.
I thinks there's still a wee bit of debugging to do, with regard to the vector
calculations, but it's sure "close enough" at this point to post.
Quite frankly, I'm amazed it even works at all, but here it is :)
Post a reply to this message
Attachments:
Download 'bezierstitching_test_2.png' (1230 KB)
Preview of image 'bezierstitching_test_2.png'
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> OK, after the initial inspiration by BGimeno, and some much needed assistance
> from TOK, clipka, and jr,
> I managed to make some significant headway, and then sat down for Round Two to
> work out the intimate details of Theta, Phi, the parametric equations, the array
> assignments, and the array-of-array assignments.
>
> 12x36 patches, 4 corners established by the parametric and f_noise3d(), then
> vectors for the planes containing those corners calculated, then the remaining
> 12 intermediate control points for each patch interpolated from those.
>
> I thinks there's still a wee bit of debugging to do, with regard to the vector
> calculations, but it's sure "close enough" at this point to post.
>
> Quite frankly, I'm amazed it even works at all, but here it is :)
Good !
- but it needs a less confusing texture.
Did you create a 12x36 array of 4x4 arrays, where each 4x4 array contains the
control points for each bicubic Bezier patch ?
--
Tor Olav
http://subcube.com
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On 8/29/2018 10:16 AM, Bald Eagle wrote:
> OK, after the initial inspiration by BGimeno, and some much needed assistance
> from TOK, clipka, and jr,
> I managed to make some significant headway, and then sat down for Round Two to
> work out the intimate details of Theta, Phi, the parametric equations, the array
> assignments, and the array-of-array assignments.
>
> 12x36 patches, 4 corners established by the parametric and f_noise3d(), then
> vectors for the planes containing those corners calculated, then the remaining
> 12 intermediate control points for each patch interpolated from those.
>
> I thinks there's still a wee bit of debugging to do, with regard to the vector
> calculations, but it's sure "close enough" at this point to post.
>
> Quite frankly, I'm amazed it even works at all, but here it is :)
>
Looks like a circular turd if such things were possible.
Mike
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On 30/08/2018 02:21, Mike Horvath wrote:
> Looks like a circular turd if such things were possible.
Like a smoke ring? ;)
--
Regards
Stephen
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Le 18-08-29 à 10:16, Bald Eagle a écrit :
> OK, after the initial inspiration by BGimeno, and some much needed assistance
> from TOK, clipka, and jr,
> I managed to make some significant headway, and then sat down for Round Two to
> work out the intimate details of Theta, Phi, the parametric equations, the array
> assignments, and the array-of-array assignments.
>
> 12x36 patches, 4 corners established by the parametric and f_noise3d(), then
> vectors for the planes containing those corners calculated, then the remaining
> 12 intermediate control points for each patch interpolated from those.
>
> I thinks there's still a wee bit of debugging to do, with regard to the vector
> calculations, but it's sure "close enough" at this point to post.
>
> Quite frankly, I'm amazed it even works at all, but here it is :)
>
Would be beter if the texture was UV mapped.
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Am 30.08.2018 um 03:21 schrieb Mike Horvath:
> Looks like a circular turd if such things were possible.
You should see your doctor about the pigment and texture of your turds ;)
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Alain <kua### [at] videotronca> wrote:
> Would be beter if the texture was UV mapped.
It would be, but usually people make sure the foundation and frame on a house
frame are right before priming and painting the trim.
Besides - since it's a network of stitched bicubic patches, I have to specify
the u/v vectors, and I don't know how to do that with procedurally generated
coordinates. Yet.
Maybe someone can suggest a way to do this, or point me to a good reference that
I can read and get right on to implementing.
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On 31/08/2018 14:14, clipka wrote:
> Am 30.08.2018 um 03:21 schrieb Mike Horvath:
>> Looks like a circular turd if such things were possible.
>
> You should see your doctor about the pigment and texture of your turds ;)
>
Got an appointment Wednesday morning for that very thing. I'll mention
that you said I should.
Unless you want the job?
--
Regards
Stephen
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>
> Looks like a circular turd if such things were possible.
>
> Mike
As a nonspeaker english user is always useful to learn new ways of description
for my own code. I didn't knew the word and had to google it. What a mistake.
Still fighting with De Casteljau.
Bruno Gimeno
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Probably a dumb question, but can only meshes be UV mapped?
Mike
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