Id love to see direct meshing of splines based off of the distance from a point to the spline vs the spline verts. Clay studio used to do this back in the day and its a far better way of building a spline based mesh than building a surface based on a limited number of spline based vertices.
Have you tried pointing Frost at a PRT Hair object from Krakatoa where the particle spacing is some fraction of Frost’s particle radius (say 1/8th or something so the particles overlap nicely). Would this produce the result you are looking for, or is there something more to the mesh you want out of Frost? If there is something wrong about the approach I’m thinking of, can you show me a picture?
Id love to see when you select one or more splines that frost look at the radius that you select and automatically use it to construct the surface verses use the spline verts, which unless you normalize the spline or insert additional points you’ll get gaps, especially problematic if you want to animate the spline. I realize behind the scenes you’re going to want to determine how many points along the spline you want to sample to build the isosurface but Id love for that calculation to be dynamic verses fixed. at least as the default option.
Perhaps I’m missing something?
Thanks
-Michael
p.s. can you believe it we dont have Krakatoa here at the office so I cant verify the workflow.
You can either increase the number of Interpolation Steps in the Spline itself (which does not change the number of vertices / does not affect animation), or use the PRT Hair object from Krakatoa (which works in Evaluation mode without a license, so there is no excuse for not having it, unless the studio forbids the installation of free plugins, of course )