OZONE Asylum
Forums
3D Modelling & Rendering
Modeling metaballs in 3ds: patches or meshes?
This page's ID:
27673
Search
QuickChanges
Forums
FAQ
Archives
Register
Edit Post
Who can edit a post?
The poster and administrators may edit a post. The poster can only edit it for a short while after the initial post.
Your User Name:
Your Password:
Login Options:
Remember Me On This Computer
Your Text:
Insert Slimies »
Insert UBB Code »
Close
Last Tag
|
All Tags
UBB Help
It makes perfect sense. And. It is a huge slap in the face of script babies worldwide who advertise the "marching cubes algorithm" for meta objects of all sorts. Marching cubes = divide the space in cubes, and find the intersection of a volume, expressed by a function, with each cube. In OpenGL, there are so-called "evaluators" for curves, which make for much smoother curves than the vertex based ones. And simply all sorts of computations (normals are generated automatically). And allow for more better organic stuff. And can be compressed -a lot-. Have to benchmark this, I think my OGL teacher will die of a heart attack when I show him what I can do when I put my hands in the dirt.
Loading...
Options:
Enable Slimies
Enable Linkwords
« Backwards
—
Onwards »