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Alain <kua### [at] videotronca> wrote:
>
> The inside_vctor is a tool that enable a mesh object to be used as a
> solid primitive. Otherwise, it's just a shell that can't be used in a
> difference or intersection.
>
> It can be added to any mesh. Just add:
> inside_vector<1,0,0>
> AFTER all other components of the mesh and before any other modifier and
> transform.
> The exact direction of the inside_vector is not crutial as long as it's
> not parallel with a face.
>
> A difference of a box and a mesh normaly return the box with an
> invisible thickness less cut. With a mesh with an inside_vector, the
> mesh can actualy remove parts of the other object.
>
> A difference of a mesh without an inside_vector only return the surface
> of the mesh inside the other object. With inside_vector, you get some
> actual volume.
>
> It have nothing to do with the normals.
>
> It's only an added attribute for the mesh.
> If I remember correctly, it was introduced in the earlyest RC releases,
> or one of the last beta.
>
> Sample:
> mesh{ Body_Of_The_Mesh
> material{Some_Material}
> inside_vector<1,0,0>
> transform Transform
> }
Thanks!
>
> The main difference is that a mesh can, with time and patience, be
> codded by hand, while a mesh2 is best suited for an automated process by
> a programm.
>
Understand
> 2.4.2.3.1 Solid Mesh DON'T apply to version 3.6.1.
I am not going to use version 3.6.1.
Alain, thank you!
LanuHum
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