Im wondering how the boundaries of an object are calculated. For instance, if I had a tetrahedron, its space would be a tetrahedron. If, however, I set the tetrahedron to triangle mesh and subdivided the edges alot, and then set the rendering to smooth, I'd get something like a reuleaux tetrahedron. Is the boundary of this object the surface, or is it the "ghost" tetrahedron it was created from?
It depends on what you mean by boundaries.
First off, you don't need to subdivide a lot to get smooth edges. Just play a bit with the smoothness value on a fairly coarse mesh. (Sometimes you do need to subdivide to get exactly what you want, though...)
It might help a bit to know what exactly you mean when you say 'boundary'
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