Can you please tell me if you have any ideas how to create such an object? I realised that this is a very difficult task, because I can’t make such an object to be affected by the environment - light, shadow. I get problems with normals. In general like I would like to have something like this in primitives.
Maybe it has been already figured out in VL.Polytools?
Haven’t tried, but seems like the extruded paths are compatible with PBR materials
That’s where everyone sends me. I have to give this option a chance. But it feels a little wrong to me.
Looks like it’s basically what SegmentZ did in beta / DX11. Should be pretty easy to port. You can check out the sphere I added to VL.Addons as an example. If you go ahead and do it, please consider adding it to the addons :)
@bjoern can you suggest a nice way to build sharp edges?
Is this gamma / a port of SegmentZ?
It looks a bit strange.
No, one guy ported it from some Unity code
I looked at the SegmentZ code and it seems to me that I understand how the sharp edges were achieved — different faces built separately from doubled points?
TBH I didn’t really check the code. Only remembered SegmentZ and had a brief look at the help patch in beta.
for sharp edges you need one normal per point (per face). ie you cannot share the vertices, since they need different normals.
Ah one thing I forgot to mention: If you do port from beta to gamma make sure to change the order in which the vertices are added from [1,2,3] to [1,3,2] because of coordinate system handedness (beta left handed / gamma right handed).
Thank you, guys!
If it works out to port, I’ll let you know.
Let me know if you will port it in the future.