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Bezier Mesh

I suppose you know what a bezier patch is. The bezier mesh is a series of path which form an object.

 To add a bezier mesh, you must add a new subsection to attribute "model" in a section "object".
 

    { bezier
        name xxx;
        cache x;
        div x;
    }

Only name is needed.

"name" is the name of the model. The model is in a .bzr file in the model path ( the same for brep model ).
 "cache" tells is rt must record the data needed to render the object. The value for "cache" must be 1 if you want to record, 0 if not. Default value is 1.

Behemot Editor will convert bezier mesh in a brep object. "div" tells RT how accurate must be the convertion.
There is a new .bzr format. A bezier mesh is a series of bezier patch. Here there is a template :

    { bezier
        { patch

            (1.40000, 0.00000, 2.40000)
            (1.40000, -0.78400, 2.40000)
            (0.78400, -1.40000, 2.40000)
            (0.00000, -1.40000, 2.40000)

            (1.33750, 0.00000, 2.53125)
            (1.33750, -0.74900, 2.53125)
            (0.74900, -1.33750, 2.53125)
            (0.00000, -1.33750, 2.53125)

            (1.43750, 0.00000, 2.53125)
            (1.43750, -0.80500, 2.53125)
            (0.80500, -1.43750, 2.53125)
            (0.00000, -1.43750, 2.53125)

            (1.50000, 0.00000, 2.40000)
            (1.50000, -0.84000, 2.40000)
            (0.84000, -1.50000, 2.40000)
            (0.00000, -1.50000, 2.40000)
        }

        { patch

            (0.00000, -1.40000, 2.40000)
            ....

        }

        ......

    }
         .
 


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