| | Re: Colinear Vertices
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(...) triangle has had its surface normal pulled down. So the triangle isn't co-planar with the quad as far as the lighting is concerned. With curve smoothing, all polygons who share a smoothed vertex use a common surface normal for that vertex. But (...) (16 years ago, 13-Dec-08, to lugnet.cad)
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| | LD4DStudio suggestions?
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Hello all, I was wondering if people have some minor suggestions / bug reports for my current LD4DStudio version. Work on the 1.1 version is taking longer than expected so I was planning to release a bugfix only version this month. Any additional (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | Re: Conditional Ring primitive?
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(...) My comment about needing twice the geometry for the edge was based on a misunderstanding of what you wrote. Based on what I now assume you meant, two wouldn't be required for each joint. However, your solution would only work if the cones on (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | Re: Conditional Ring primitive?
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(...) It sounds like it would work, but I'm not sure if people would go for it. Of course, if the POTM competitions are anything to go by, you're making a majority of the complicated parts right now, so if you go with it, that's probably all we need (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | Re: Conditional Ring primitive?
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(...) Mmhhh... maybe by setting 2 conditional rings on the junction. Each condring would be set between a cylinder and a cone. Scaling the ring would adapt to various cone slopes. Of course 2 rings would be needed, one for converging cones, one for (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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