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Hi Noel,<br>
<br>
I think having presets for basic shapes such as these are always a
great idea, but I think the preference is that they are generated
procedurally via python. I made a polysphere addon script ages ago
that was shipped with blender but was recently replaced with the
roundcube preset in trunk as it was more flexible and enabled
multiple options for generation (my script was fixed to a single
preset). <br>
<br>
Are your primitives generated via python or as actual premade
meshes?<br>
<br>
Cheers,<br>
<br>
-Andy<br>
<br>
<div class="moz-cite-prefix">On 12/01/2016 04:33, <a class="moz-txt-link-abbreviated" href="mailto:brasshat@core.com">brasshat@core.com</a>
wrote:<br>
</div>
<blockquote
cite="mid:52922.99.58.2.94.1452573203.squirrel@webmail.core.com"
type="cite">Friends, <br>
<br>
First, I know it's a little late, but I don't think
I've wished any of you "Happy New Year" before this, so let me
do so now. <br>
<br>
In my own work, I have two related items that I
have found sufficiently useful that I have saved them to my own
"library" of primitives, but I have come to think that they
might be sufficiently useful to others to propose that they be
added to
the official set of primitives in the Blender UI. The objects are
shown in this screenshot:<br>
<br>
<a class="moz-txt-link-rfc2396E" href="http://my.core.com/B9/E2/mjolnir/photos/Trainz/hex_primitives.jpg"><http://my.core.com/B9/E2/mjolnir/photos/Trainz/hex_primitives.jpg></a><br>
<br>
The first item is a hexagonal grid plane, differing from the
existing grid primitive in that two trapezoids joined along the
longest common edge forms a hexagon. Among the instances where I
find
particular utility for this starting point are when working on
terrain. In
some instances I feel the terrain is more convincing when the
genesis is a
hexagon instead of a quadrilateral.<br>
<br>
The other item is related:
a hexagonal grid cylinder. The difference between this and a
cylinder
primitive with some added number of loop cuts is that again, two
trapezoids joined along at the longest common edge forms a
hexagon.
I have personally been more satisfied with the tree trunks I have
generated starting from the hexagonal tessellated cylinder, than
from a
quadrangle tessellated one.<br>
<br>
So, I'm soliciting opinions as to
whether these might be valuable enough to propose as additional
primitives, or whether it's better to retain these in my personal
hoard,
sharing them (blend file available upon request) with only a few
of my
closer friends?<br>
<br>
Noel Stoutenburg
<br>
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<br>
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</blockquote>
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