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Good time of day. A question for OpenGL experts:
How should complex textures be formed from real metal defects (3D printing, SLM method)?
What is the best way to fill complex (torn) areas [flow filling]?
How can I work with a 3D mesh in terms of texturing? Should I assign the material, or what? I cut a 3D model with a cutting plane and get layers of SLM parts. Is it possible to distribute the texture over the mesh in advance? Or is it more convenient to work with filling?
Has anyone done anything like this? I can provide the data, thank you in advance.
