You're also making the scene/workflow uneccessarily complicated, since you're
starting off with an equation, converting to a mesh, and then having to deal
with lots of little triangles.
Likely your smoothest option would be to use an isosurface object and "graph"
the equation directly. You would then get the smoothness of a continuous
surface and not have to worry about artifacts caused by mismatched face/vertex
normals, especially when using reflection, and it would be "self-documenting"
since the equation would be in the code for the isosurface.
But admittedly, the approach to how you represent the surface depends on the end
Nice that you have those smooth_triangles in there :)
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