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"B. Gimeno" <nomail@nomail> wrote:
> Thank you both for the notes. You have shown me an unknown path for me.
>The negative part is that a part of my macro will not be limited to the generation
> of rectangular meshes.
No worries - see below:
> Tesellations of hexagonal, triangular symmetry and many
> other motifs can be chosen, which with cylinders, spheres and triangles is
> relatively easy to implement.
I just took a bicubic_patch scene I had and "squished" it into a triangle by
multiplying each row of 4 control points by 1, then 2/3, then 1/3, then 0.
That gives me a triangle-shaped bicubic patch.
That ought to work fine - but I'm thinking that the other control points might
need to be "weighted" to offset the squeezing effect of 4 coincident control
points in the first row, and the narrowing of the patch in rows 2 and 3.
But that's a smoothing issue - build it first, then smooth it. :)
> An old version of my macro is right now in p.b.text-files.
Yes, I finally found that - thank you! :)
It will be interesting to look through what you've done and learn a thing or two
myself.
.... now I'm thinking about making a circular bicubic patch.... :D
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