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"And" <49341109@ntnu.edu.tw> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
> > "And" <49341109@ntnu.edu.tw> wrote:
> > > "LanuHum" <Lan### [at] yandexru> wrote:
> > > > Time of a render in this case isn't important.
> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> Really?
>
> > > > Sorry!
> > > > Example for my early post
> > >
> > > Oh, you made it with programming process. It can be more flexible in a sense,
> > > then you can creat a mesh. My technique is using the equation.
> >
> > I also need the equation. On a screenshot I only showed transition from hard of
> > 7 segments to a smoothed curve
> > Interests me 3-10 and more, but it is universal
> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> I can't understand what your word mean.
>
> Well, do you understand equation?
> If you do, then my equation should be simple.
> I have rendered another picture to show what my method can do. Just answer your
> question whether it is possible to make the universal scheme of transition from
> a curve to the n-gons.
>
> But the outcome which I drew can not fit what the blending shape drawn by your
> method.
> Because I saw that your shape is consist of many straight lines, and my shape is
> not.
I badly understand you, and you don't understand me
Example:
box{1,-1}
sphere{0,1}
you object{???????????}
????? - universal parameters:
up<x,x,x,x,x,x,x> //6 sides or up<x,x,x,x> //4 sides
down<bezier_spline> or down<x,x,x,x,x,x,x,x,x,x,x,x,x,x........>//1024 sides
Or, something similar to it
The main thing that up - smooth, and down - flat, or on the contrary
That the side appeared smoothly from a bottom to top, or on the contrary
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