I have used perlin noise to generate a 3d noise volumn, just like the top of the following pic, and Im really getting into trouble in how to transform this hexahedron meshing to tetrahedron meshing like the bottom, does anyone know how? it’s urgent!!!
After triangulate the mesh, clean it. This means remove duplicated vertices, unify normals, etc. Try the [Mesh WeldVertices] component of MeshEdit. If it gives you a warning, try to first use [Align vertices] component. Play with their tolerances.
This kind of meshing can give you edges that share more than 2 faces, you must to avoid that.
Depends of the resolution of the mesh, but I think here you should smooth it before subdivide it.
The deconstruct - construct mesh doesn’t do anything.
Hi, thanks for reply
I‘ve tried your solution, and I got a almost same result as your demo. It looks much better and smoother than the previous approach
but I dont know how to envelop theose isosurface, which is the C# Script part
Could you tell me how to do that?
Appreciate your help, I’ve properly solved that by millipede.
But here emerges another question, as shown in the pic, these isosurfaces generated by Perlin noise 4d can’t generate a consecutive surface.
I think maybe I have to use another function to generate that isosurface, but the randomness and linear variation of Perlin noise just satisfied me, further more, I can generate the transforming process of the surface by changing the time of Perlin 4d.
emmm, Im quite trapped again, do you have any good idea?