Um, Roland -- just curious -- have you seen https://en.wikipedia.org/wiki/Bezier_triangle or https://en.wikipedia.org/wiki/Bezier_surface ? It's a surface type with pretty well-known implementation.
I'm just another user, but I agree too that Bezier triangles/patches/surfaces would enable a modeling workflow not really possible with NURBS or "flat" polygons. Theoretically speaking, perhaps it can be implemented as a mesh modifier that subdivides and deforms polygons based on specific properties of mesh edges? (to not add a new kind of object data) I'm not sure if there is a general solution for n-sided bezier polygon, but at least triangles and quads can probably just use Catmull-Clark subdivision scheme. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
