Hey all,
Started building a custom mesh function. Just wrapping my head around the mesh / UsdGeomPoints system, which I take is the basis of the mesh “shape” coded as point3f referencing the prim within world frame.
It’ll take me a some time to develop the points system although I’ve already have the basis its just coding the functions together but I would like to get my knowledge of mesh’s in OV a little clearer, so that I dont need to ask stupid questions!
FaceVertexCounts I believe is the array of faces made of 4 points created by linking the points to generate the polygons. 4 being a “square” and 3 being a triangle.
faceVertexIndices being the order of wrapping (connecting) the points. Sort of like a join the dots list?
with the normals being the outward facing vectors the sum of adjoining vertices?
I’m working on a varying curved tube.
Reading the docs CreateTubeTopology stood out to me.
If I’m reading this correctly
Columns are the amount of points on the radius if it was a 2d circle and rows being the amount on repletion’s of said radii?
While this wouldn’t give me positional data it would solve my faceVertexCounts / faceVertexIndices issue. I could feed the output of the graph back into a read function and get the required face data?
So Columns would be the amount of resolution to the circular element and rows would be the length resolution?
I may have that backwards but I think I’m on the right track here.
If this is the case are normals generated or do they also require to be defined?
Also I’m a little confused on when physxCookedData needs implemented. In a cube mesh the cooked data isn’t included but in a cylinder mesh it does.
Also as I read primvars are meta data, but mainly included texture data. I would take it then that each face has a texture? I’m a little more sketchy on that one so. if anyone knows that be cool. I’m a little confused about how much data I actually need to create a mesh?
Thanks again