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"Mienai" <Mienai> wrote:
> "X-Caliber" <nomail@nomail> wrote:
> > I want to create a faceted checkered sphere (much along the lines of the
> > Amiga "Boing!" ball).
> >
> > To do this I figure I'd take a sphere, build a several rings of boxes (one
> > for each vertical level of facets, eight I guess), each ring rotationally
> > staggered from the one above/below (I figure seven boxes per ring, so each
> > staggered ring would be rotated along the vertical axis by 1/14th of a full
> > rotation), and then this superstructure would be merged together, given one
> > set of attributes to cut into the sphere with, spun 1/14th a turn, and cut
> > again with another set of attributes.
> >
> > I could be pretty far ahead of myself here though, as I don't really know
> > how to do any of that. :-)
>
> You could write a quick loop to do this, though I'd do intersections of
> planes instead of removing cubes from a sphere... Or at least I'd think it
> would be quicker (render wise).
If planes would work, I imagine proper bounding would limit their negative
effect, and it'd prolly be easier to generate numbers for positioning.
I don't follow how they would actually work though, as opposed to boxes
which are > 2 dimensional, therefore much saner to operate on 3 dimensional
objects with.
I figured a few loops would do the box setup conveniently (and with partial
effective adjustably!). Not that I know how to pull that off, being a mere
highly technical noob. I'm meandering about the web for scripts that I can
learn from, not going very fast though (my trig skills are nonexistant, so
I expect this to hurt a bit).
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