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Iterator sphere - calculate normal?

Posted: Sat Dec 02, 2023 12:12 pm
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 19130 times

Re: Iterator sphere - calculate normal?

Posted: Wed Dec 20, 2023 6:15 pm
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).

Re: Iterator sphere - calculate normal?

Posted: Fri Dec 22, 2023 11:18 am
by Sadler
Merry Christmas to all forum members