[Bf-committers] Surface and Volume modeling with new developed Bezier-Surface math

Michael Fox mfoxdogg at gmail.com
Thu Oct 3 23:48:02 CEST 2013


let me see if i understand this correctly, does this mean you can have a 
bezier surface point that can have more than 2 handles? (btw, i can 
barely see whats going on because of the handles ;) )

On 04/10/13 04:31, Roland Adorni wrote:
> Hello
>
> You were correct. My example was too simple. Indeed I get sharp edges
> instead smooth ones for general objects.
>
> Here are my first results:
>
> http://abload.de/img/biezervolume1dys7h.jpg
>
> http://abload.de/img/beziervolume2d6b07.jpg
>
> I believe I know how to correct it however it means the still rather
> simple calculation becomes a lot more tricky.
>
> I like that Blender-Python scripting capability. Allows me to do changes
> and directly see the results.
>
> regards
>    rad
>
> p.s. given I have 2 vectors and store them  in python with:  a = (2,3,4)
> and  b=(4,5,6).  Does Python have vector operation for this "things"
> (addition, dot multiplication, scaling.. etc)? Didn't really want to use
> or create a class for just 3 coords. :/
>
>
>
>
> On 21.09.2013 22:09, Brecht Van Lommel wrote:
>> In your example it seems you have 6 regular vertices with nice
>> matching handles, but if you want to do more complex shapes, things
>> aren't so simple anymore. If a vertex doesn't have 4 neighbours, what
>> happens then? The tricky thing is extending such a method to arbitrary
>> topology, while still keeping the surface smooth.
>>
>>     
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