The 3D modeler, newbie and odd questions box

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Discussion Overview

The discussion revolves around the challenges of creating a specific type of 3D model known as a "Mosaic Sphere," focusing on achieving a more regular and squarish appearance of the quads near the poles. Participants explore mathematical and geometric approaches to refine the modeling process, including the use of functions and expressions to manipulate the geometry.

Discussion Character

  • Exploratory
  • Technical explanation
  • Mathematical reasoning

Main Points Raised

  • One participant seeks to create a sphere where the quads are more squarish by adjusting the distance between parallels and segments, particularly near the poles.
  • Another participant suggests looking into geodesics or great circles to form triangles as a potential approach to the problem.
  • A participant shares their struggle with a similar problem and proposes that expressing y-values as a function of x for a segment from pole to equator might help achieve the desired quad shape.
  • There is a mention of a mathematical expression (r = ep) that could assist in generating points for a flat disk, which may inform the modeling of the Mosaic Sphere.
  • Concerns are raised about needing a hole at the center/pole to accommodate infinitely many similar quads to reach the center.

Areas of Agreement / Disagreement

Participants express similar challenges in achieving the desired quad shape, but there is no consensus on the best mathematical approach or function to use. Multiple competing ideas and methods are presented without resolution.

Contextual Notes

Participants have not fully resolved the mathematical expressions needed for the modeling, and there are assumptions about the geometric properties that may need clarification.

probiner
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Hi
I do 3D modeling and lately i have been trying to make some more theoretic diagrams about the whole thing. Sometimes i try to go through ways where math and geometry are needed (or so i think) and my background is not up to it.
I'll use this thread to post some initial questions per post. If you can drop me a line or forward me to helping references i'll thank you.

Cheers
 
Last edited:
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A - Mosaic Sphere

- The Objective -
So the usual sphere in 3D apps will make X sides incident in the pole and Y segments that are evenly distant. (How is this type of sphere called/designated?). Near the poles this sphere quads look very rectangular and some times that is not good.
So, what i would like to get is this type sphere, but where the quads are the most squarish/regular as possible. For this the parallels/segments distance will have to different, being smaller in the poles.

-Attempts-
Here's a comparison between the usual sphere and an eye balled Mosaic Sphere to explain the objective.
spheres_LW_01.jpg
spheres-colors__.jpg


I also tryed to do the following using an expression like x^3, took the y values in a straigth line, Bend it 90º and the made a Lathe, to make a semi-sphere. It's not great, but looks just ok, because i think x^3 or something like this is not the right expression.

So i started to think which shape would be more close to a square between 2 angled guidelines. And it seems to me that a http://en.wikipedia.org/wiki/File:Quadrilateral_hierarchy.png" might be it.

So what function/expression would give me the heights of such polygons? If i could use such, i would just need to bend the Y values and make a Lathe to have this thing done properly.
MosaicSphere_dgrm.png


Cheers
 
Last edited by a moderator:
Have you looked into geodesics/great circles making trinagles
 
probiner said:
A - Mosaic Sphere
So, what i would like to get is this type sphere, but where the quads are the most squarish/regular as possible. For this the parallels/segments distance will have to different, being smaller in the poles.

I want to solve this exact same problem. I struggled with it once but didn't get far. Ideally for me, the y-values would be expressed as a function of x for one segment/strip from pole to equator.

The similar problem for a flat disk might be a help:
r = ep
This gives you the radius of a point numbered by p. For example if p is
-5, -4, -3, -2, -1, 0
then r is
0.007, 0.018, 0.050, 0.14, 0.37, 1

Revolving this string of points about the origin produces a circle of radius 1 with the points being the corners of quads which are all exactly the same shape, but get smaller towards the center (r=0). Maybe if you bend one of these strips into a quarter-circle it will produce the desired result?

You have to have a hole in the center/pole because you'd need infinitely many similar quads to reach r=0.
 

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