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"Bald Eagle" <cre### [at] netscape net> wrote:
> Unfortunately, there's not a way (that I know of) to access the vertices in a
> native mesh.
>
> So I cut/pasted the vertices into an array, and put a loop into the mesh2 to
> cycle through the array.
Perhaps a script could be written to convert mesh and mesh2 objects to arrays,
and then we can have a macro to define the mesh from those arrays.
> I know it would be great if we could just easily include any mesh, or run it
> through a macro, but at present, I don't think that there's any way to do that.
This hearkens back to the many discussions we've had about 4.0 and the
restructuring of the primitives and language structure.
I've seen some interesting discussions about taking something like a road or
brick wall, and using this approach to have the mesh follow the "spline".
Some pre-set deformations would be a nice thing to have, and one could simply
have a macro argument to control the degree of deformation.
Hourglass
Cylinder
Sphere
Twist
One face curving/collapsing to a point (like the following)
https://news.povray.org/povray.binaries.images/thread/%3Cweb.5e97c744fd34edcfb0b41570%40news.povray.org%3E/?ttop=444993
&toff=550
Two faces collapsing to points (like a lemon {} )
Two faces collapsing to points at different rates (like an ovus {} )
Bending into a square-cross-section U
- BE
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