How to make a sphere?
Re: How to make a sphere?
Wow, I read it (like a chimp with the financial times in his hands looks like he's reading, too). Do you know how to translate this into XSI?
Re: How to make a sphere?
Letterbox, if you don't mind me asking what is he trying to do with the sphere?
Re: How to make a sphere?
Actually the transformers cube is a good example, but if you were doing it with a sphere, you'd need equal sizes. And so to animate them, you'd need them to be equal area's.dance wrote:Letterbox, if you don't mind me asking what is he trying to do with the sphere?
Something along those lines is what we are developing and evaluating what's involved in the production of it.
Re: How to make a sphere?
but it doesn't has U & V loop, it doesn't has either the edge connected between them....Letterbox wrote:I'd thought I post this as its a solution i found on the web.
http://www.maths.anu.edu.au/~leopardi/V ... slides.pdf
Re: How to make a sphere?
What do you have an alternative solution?Diurno wrote:but it doesn't has U & V loop, it doesn't has either the edge connected between them....Letterbox wrote:I'd thought I post this as its a solution i found on the web.
http://www.maths.anu.edu.au/~leopardi/V ... slides.pdf
Re: How to make a sphere?
wel......Letterbox wrote:What do you have an alternative solution?Diurno wrote:but it doesn't has U & V loop, it doesn't has either the edge connected between them....Letterbox wrote:I'd thought I post this as its a solution i found on the web.
http://www.maths.anu.edu.au/~leopardi/V ... slides.pdf
no....
Re: How to make a sphere?
Yes i can see where you going with this, but it wont ever get to a proper sphere, that's the problem with this method, and it needs to be an exact sphere. And large poly counts too. Very large.
So math is about the only way to go, it does not appear as if there are any shortcuts to this.
But thanks for trying..
Re: How to make a sphere?
Yeah you will need some kind of algorithm to calculate it that's for sure...
Re: How to make a sphere?
OK . Clarity helps. get a sketch of the idea don't just have it in you head.
So others can also see what you want.
I think i know what you want but a sketch will help.
So others can also see what you want.
I think i know what you want but a sketch will help.
Re: How to make a sphere?
you know, i wrestled with something similar to this the other day.... it was blowing my mind.
i needed to spawn instanced meshes at points equidistant from each other in a spherical form. so i created a ICE particle cloud that arrayed the points in such a manner, and then set instances to them. but then i couldn't freeze out my instances into a mesh because they were a ICE particle cloud, and that doesn't seem to work. i tried everything
perhaps at this point you are wondering what the hell i'm ranting about.
long story short. i fail.
/me goes to bed
i needed to spawn instanced meshes at points equidistant from each other in a spherical form. so i created a ICE particle cloud that arrayed the points in such a manner, and then set instances to them. but then i couldn't freeze out my instances into a mesh because they were a ICE particle cloud, and that doesn't seem to work. i tried everything
perhaps at this point you are wondering what the hell i'm ranting about.
long story short. i fail.
/me goes to bed
Re: How to make a sphere?
This might be a solution (it has triangles though):
Get an octahedron, set the subdivision method to "angular" and increase the geodesic frequency. Okay, the polys are only almost all of the same size , but you must admit that it looks far better than the ordinary sphere. I always use this instead of a sphere.
Get an octahedron, set the subdivision method to "angular" and increase the geodesic frequency. Okay, the polys are only almost all of the same size , but you must admit that it looks far better than the ordinary sphere. I always use this instead of a sphere.
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Re: How to make a sphere?
yeah, i tried that too. but the problem is with precision... that mesh, no matter how much you increase the frequency, will always have some poly's that are skewed. honestly, i'm not sure that there is a solution to this problem.
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