Oops, my bad -- seems like Catmull-Clark isn't applicable here, Bezier triangles use a different subdivision scheme ^_^"
On Sat, Sep 21, 2013 at 8:26 PM, Dima Glibitsky <[email protected]> wrote: > 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
