Lindsay
>> Anybody have any ideas on how they (efficiently) did those solid cross-sections?
My guess is that a lot is done inefficiently. If it were me I would have numerous skulls and skull morsels at my disposal.
The body has 206 or so bones and 23 in the head. This is not a lot of assets to deal with. So it should be easy for Zygote to pick and choose what they need for a particular set up.
Both of the above, cool as they may be, are way beyond my pay grade and/or competence. I build demos. My credo, to paraphrase
Duke Ellington, is: if it looks good, it IS good. So here's what I would do:
- Decide where you want your section.
- Place a camera perpendicular to the plane of the section.
- Reduce the near and far depth of the frustum of the camera so they are very close - making a frustum as thin a possible. Or adjust it to show as much of the background as you want.
Bingo! You can makes sections faster miles an hour.
At oblique angles or from way deep down inside something or sections that move along a path.
Then you can have further fun with canvas.toBlob or CSS perspective.
Nowadays, you can put your frustum where it counts.
I can't find a good example of this technique that I have in the cloud, but I have a bad one:
Open the camera options and uncheck 'cameraMoving' and fiddle with 'cameraCutoffNear' and 'cameraCutoffFar'
Traditionally we have used the frustum to help with reducing processing needs. Now that we can process more much faster, we can use the frustum in fun and engaging new ways...
Theo