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Last seen: 9 years 3 weeks ago
Joined: 09/22/2009 - 18:47
Tube Meshes ,Slicing in degrees or percents, and Splines

It would be nice to have a Tube Polygonal/Primitive. Also to have a slice Node Properties/plugin for all the Polygonal/Primitives. gmax has this, it's a good way to make cutaways of electric motors. Say you want to make a turbine and cut it in half without the cut being permanent. You can do this in gmax and after you are satisfied you make the mesh(Polygonal/Primitive) editable. You could do this with buildings and all kinds of things. When I design I usually never make the mesh(Polygonal/Primitive) editable, I save it under a different name, (exp: e for editable and u for uneditable. Twist and Rotation would be good Node Properties/plugin for Toruses as well as for the other Polygonal/Primitives. Splines simulate wires really well and thats in gmax too. You can use splines to create the thread of a screw bolt or nut, springs, and wires for electronics and for coils.

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Last seen: 9 years 3 weeks ago
Joined: 09/22/2009 - 18:47
Tube Meshes ,Slicing in degrees or percents, and Splines

Sweep a nurbs circle along a path then convert to polygons to get a poly-tube.
We have boolean operations for polygons, now, and Bart and I have discussed calculating the intersection of nurbs surfaces. You may also be able to create a slice with a clipping plane in the renderer or by using a custom shader in the GL viewport. The GL camera also has settings for near and far planes that are passed to the renderer.
Everything in K-3D has points and these already have many types of "x,y,z space-distortion" type nodes, even function based ones that take user properties as input, so they are fully parametric!
For splines we have nurbs curves and there is an SVG importer that can take drawings from Inkscape in a way that causes an update if you change your .svg file.

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