Chris Huff wrote:
> That is what my proximity pattern calculates. However, it is slow, and
> noise in the result makes isosurfaces intolerably slow.
Chris - have U thought of changing this to be dependant on the type of
object with your method the default for new objects.
Sphere could be very fast - just a vector subtraction & VLength. -Don't know
about other objects though
Like Nathan's UV mapping patch add your new function to Method_Struct &
write a new version for all/most current objects
I'm using this in my upcoming object camera patch
Seeya
Pabs
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