Hi
I’ve been playing with using a simple recursive patching method to draw something resembling a blade of grass, based on one of Flight 404’s early projects http://portfolio.barbariangroup.com/nextfest/index.html with a resonable degree of success so far.
One problem though is that the Delanay (2d) I’m using to create a mesh of the grass blade from vertices that define the edge will ‘fill in’ areas that become too concave.
How best I approach something like this? I can envisage a not too complex way of manually defining the triangle indices in this situation given that the order of vertices is so regular, but what would I do if the order or arrangement was less regular?
Is there a way (at least in 2d but ideally 3d) to calculate the indices that define the ‘outline’ of a mesh, without missing out vertices in concave sections? Or does a manual system need to be decided in each situation?
I’m aware of convex hull btw.
Patch attached
grass blade tests.v4p (48.1 kB)