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Iterator sphere - calculate normal?

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Sadler
Posts: 1200
Joined: Sat Aug 02, 2014 7:10 pm
Location: London, UK

Iterator sphere - calculate normal?

Post by Sadler »

I've been playing around again with iterators in 3D. A sphere is relatively straightforward and works great when the object being distributed is also a sphere. However, when distributing 3d objects with few planes of symmetry or when distributing 2d elements, the rotation of each element on the surface of the sphere is not normal to the surface. I have tried a few equations which give interesting results but none which consistently rotate the element to face out from the sphere's centre.

Are there any maths gurus out there who might have a clue?
A sphere of poly circles in magic 500 iterations
A sphere of poly circles in magic 500 iterations
Screenshot 2023-12-02 115425.png (84.09 KiB) Viewed 23732 times
Sadler
Posts: 1200
Joined: Sat Aug 02, 2014 7:10 pm
Location: London, UK

Re: Iterator sphere - calculate normal?

Post by Sadler »

Still can't find a way to do it genuinely, but rotating all objects in the opposite direction to the rotation of the sphere almost works if you ignore the objects at the back (and the top and bottom).
Sadler
Posts: 1200
Joined: Sat Aug 02, 2014 7:10 pm
Location: London, UK

Re: Iterator sphere - calculate normal?

Post by Sadler »

Merry Christmas to all forum members
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