How to make a wave pattern circularly around a cylinder?












1















Hello i'm trying to make a wave pattern on the surface of a cylinder. The waves should rotate with the rotation of the surface. and in a way the sine period is moving in circles, and the amplitudes are long mounds on the surface. Here's some pictures to better explain what i mean.



This is what i'm trying to get the top down view of the cylinder to look similar to:
enter image description here



this is the top view of my cylinder. I'd like the wave to change direction with the rotation of the circle, so it looks the same from all directions.
enter image description hereenter image description hereenter image description here



I feel like i'm very close, i'm just not sure what quaternion or angle to multiply against the vector:



    var geometry = this.threeDHandler.threeD_meshes[0].geometry;
var vec3 = new THREE.Vector3(); // temp vector

for (let i = 0; i < geometry.vertices.length; i++) {
vec3.copy(geometry.vertices[i]); // copy current vertex to the temp vector
vec3.setX(0);
vec3.normalize(); // normalize


//part i'm confsude about
const quaternion = new THREE.Quaternion();
const xPos = geometry.vertices[i].x;

//trying to twist the sine around the circle
const twistAmount = 100;
const upVec = new THREE.Vector3(0, 0, 1);
quaternion.setFromAxisAngle(
upVec,
(Math.PI / 180) * (xPos / twistAmount)
);


vec3.multiplyScalar(Math.sin((geometry.vertices[i].x* Math.PI) * period) * amplitude) // multiply with sin function
geometry.vertices[i].add(vec3); // add the temp vector to the current vertex

geometry.vertices[i].applyQuaternion(quaternion);

}
geometry.verticesNeedUpdate = true;
geometry.computeVertexNormals();









share|improve this question





























    1















    Hello i'm trying to make a wave pattern on the surface of a cylinder. The waves should rotate with the rotation of the surface. and in a way the sine period is moving in circles, and the amplitudes are long mounds on the surface. Here's some pictures to better explain what i mean.



    This is what i'm trying to get the top down view of the cylinder to look similar to:
    enter image description here



    this is the top view of my cylinder. I'd like the wave to change direction with the rotation of the circle, so it looks the same from all directions.
    enter image description hereenter image description hereenter image description here



    I feel like i'm very close, i'm just not sure what quaternion or angle to multiply against the vector:



        var geometry = this.threeDHandler.threeD_meshes[0].geometry;
    var vec3 = new THREE.Vector3(); // temp vector

    for (let i = 0; i < geometry.vertices.length; i++) {
    vec3.copy(geometry.vertices[i]); // copy current vertex to the temp vector
    vec3.setX(0);
    vec3.normalize(); // normalize


    //part i'm confsude about
    const quaternion = new THREE.Quaternion();
    const xPos = geometry.vertices[i].x;

    //trying to twist the sine around the circle
    const twistAmount = 100;
    const upVec = new THREE.Vector3(0, 0, 1);
    quaternion.setFromAxisAngle(
    upVec,
    (Math.PI / 180) * (xPos / twistAmount)
    );


    vec3.multiplyScalar(Math.sin((geometry.vertices[i].x* Math.PI) * period) * amplitude) // multiply with sin function
    geometry.vertices[i].add(vec3); // add the temp vector to the current vertex

    geometry.vertices[i].applyQuaternion(quaternion);

    }
    geometry.verticesNeedUpdate = true;
    geometry.computeVertexNormals();









    share|improve this question



























      1












      1








      1


      0






      Hello i'm trying to make a wave pattern on the surface of a cylinder. The waves should rotate with the rotation of the surface. and in a way the sine period is moving in circles, and the amplitudes are long mounds on the surface. Here's some pictures to better explain what i mean.



      This is what i'm trying to get the top down view of the cylinder to look similar to:
      enter image description here



      this is the top view of my cylinder. I'd like the wave to change direction with the rotation of the circle, so it looks the same from all directions.
      enter image description hereenter image description hereenter image description here



      I feel like i'm very close, i'm just not sure what quaternion or angle to multiply against the vector:



          var geometry = this.threeDHandler.threeD_meshes[0].geometry;
      var vec3 = new THREE.Vector3(); // temp vector

      for (let i = 0; i < geometry.vertices.length; i++) {
      vec3.copy(geometry.vertices[i]); // copy current vertex to the temp vector
      vec3.setX(0);
      vec3.normalize(); // normalize


      //part i'm confsude about
      const quaternion = new THREE.Quaternion();
      const xPos = geometry.vertices[i].x;

      //trying to twist the sine around the circle
      const twistAmount = 100;
      const upVec = new THREE.Vector3(0, 0, 1);
      quaternion.setFromAxisAngle(
      upVec,
      (Math.PI / 180) * (xPos / twistAmount)
      );


      vec3.multiplyScalar(Math.sin((geometry.vertices[i].x* Math.PI) * period) * amplitude) // multiply with sin function
      geometry.vertices[i].add(vec3); // add the temp vector to the current vertex

      geometry.vertices[i].applyQuaternion(quaternion);

      }
      geometry.verticesNeedUpdate = true;
      geometry.computeVertexNormals();









      share|improve this question
















      Hello i'm trying to make a wave pattern on the surface of a cylinder. The waves should rotate with the rotation of the surface. and in a way the sine period is moving in circles, and the amplitudes are long mounds on the surface. Here's some pictures to better explain what i mean.



      This is what i'm trying to get the top down view of the cylinder to look similar to:
      enter image description here



      this is the top view of my cylinder. I'd like the wave to change direction with the rotation of the circle, so it looks the same from all directions.
      enter image description hereenter image description hereenter image description here



      I feel like i'm very close, i'm just not sure what quaternion or angle to multiply against the vector:



          var geometry = this.threeDHandler.threeD_meshes[0].geometry;
      var vec3 = new THREE.Vector3(); // temp vector

      for (let i = 0; i < geometry.vertices.length; i++) {
      vec3.copy(geometry.vertices[i]); // copy current vertex to the temp vector
      vec3.setX(0);
      vec3.normalize(); // normalize


      //part i'm confsude about
      const quaternion = new THREE.Quaternion();
      const xPos = geometry.vertices[i].x;

      //trying to twist the sine around the circle
      const twistAmount = 100;
      const upVec = new THREE.Vector3(0, 0, 1);
      quaternion.setFromAxisAngle(
      upVec,
      (Math.PI / 180) * (xPos / twistAmount)
      );


      vec3.multiplyScalar(Math.sin((geometry.vertices[i].x* Math.PI) * period) * amplitude) // multiply with sin function
      geometry.vertices[i].add(vec3); // add the temp vector to the current vertex

      geometry.vertices[i].applyQuaternion(quaternion);

      }
      geometry.verticesNeedUpdate = true;
      geometry.computeVertexNormals();






      three.js trigonometry sine






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      edited Jan 2 at 9:23









      Rabbid76

      41.4k123353




      41.4k123353










      asked Jan 2 at 9:09









      Tintinabulator ZeaTintinabulator Zea

      6452821




      6452821
























          1 Answer
          1






          active

          oldest

          votes


















          2














          You can use absolute value of the sin function of the angle, that a vertex belongs to.



          In this case you can use THREE.Spherical() object that allows to get spherical coordinates of a vector:






          var scene = new THREE.Scene();
          var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
          camera.position.set(0, 0, 6);
          var renderer = new THREE.WebGLRenderer();
          renderer.setSize(window.innerWidth, window.innerHeight);
          document.body.appendChild(renderer.domElement);

          var controls = new THREE.OrbitControls(camera, renderer.domElement);

          var cylinderGeom = new THREE.CylinderGeometry(1, 1, 4, 128, 40, true);

          var vec3 = new THREE.Vector3(); // temp vector
          var vec3_2 = new THREE.Vector3(); // temp vector 2
          var spherical = new THREE.Spherical();
          cylinderGeom.vertices.forEach(v => {
          vec3.copy(v); // copy current vertex to the temp vector
          vec3.setY(0); // leave x and z (thus the vector is parallel to XZ plane)
          vec3.normalize(); // normalize
          vec3.multiplyScalar(Math.sin(v.y * Math.PI) * 0.25) // multiply with sin function

          // radial wave
          vec3_2.copy(v).setY(0).normalize();
          spherical.setFromVector3(vec3_2);
          vec3_2.setLength(Math.abs(Math.sin((spherical.theta * 4) + v.y * 2) * 0.25));

          v.add(vec3).add(vec3_2); // add the temp vectors to the current vertex
          })


          cylinderGeom.computeVertexNormals();

          var cylinder = new THREE.Mesh(cylinderGeom, new THREE.MeshNormalMaterial({
          side: THREE.DoubleSide,
          wireframe: false
          }));
          scene.add(cylinder);

          renderer.setAnimationLoop(() => {
          renderer.render(scene, camera);
          })

          body {
          overflow: hidden;
          margin: 0;
          }

          <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/100/three.min.js"></script>
          <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>








          share|improve this answer
























          • when i apply this to my object i can't get the same effect as the vase in codepen. My object uses z height and x and y for widths. this is what it looks like when i use Z for the radiall wave section imgur.com/a/ayQouUX and this is what it looks like when i use Y imgur.com/a/HEBrWr3 do i have to adjust the spherical to match the Z height of cylinder?

            – Tintinabulator Zea
            Jan 2 at 21:20











          • @TintinabulatorZea you can rotate your geometry to align it along the Y-axis, apply all the operations, provided in the answer, then rotate the geometry back to the initial state.

            – prisoner849
            Jan 2 at 21:38











          • ok cool thank you! also, what do you think of this question stackoverflow.com/questions/54029401/… ? do you think this is possible? @prisoner849

            – Tintinabulator Zea
            Jan 3 at 20:32













          • @TintinabulatorZea You can find me on the forum: discourse.threejs.org. The same nickname :) Just ping me there somehow with a private message.

            – prisoner849
            Jan 3 at 23:36











          • @TintinabulatorZea I hope I've found a right person there with that skype nickname :D

            – prisoner849
            Jan 4 at 0:17













          Your Answer






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          1 Answer
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          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          2














          You can use absolute value of the sin function of the angle, that a vertex belongs to.



          In this case you can use THREE.Spherical() object that allows to get spherical coordinates of a vector:






          var scene = new THREE.Scene();
          var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
          camera.position.set(0, 0, 6);
          var renderer = new THREE.WebGLRenderer();
          renderer.setSize(window.innerWidth, window.innerHeight);
          document.body.appendChild(renderer.domElement);

          var controls = new THREE.OrbitControls(camera, renderer.domElement);

          var cylinderGeom = new THREE.CylinderGeometry(1, 1, 4, 128, 40, true);

          var vec3 = new THREE.Vector3(); // temp vector
          var vec3_2 = new THREE.Vector3(); // temp vector 2
          var spherical = new THREE.Spherical();
          cylinderGeom.vertices.forEach(v => {
          vec3.copy(v); // copy current vertex to the temp vector
          vec3.setY(0); // leave x and z (thus the vector is parallel to XZ plane)
          vec3.normalize(); // normalize
          vec3.multiplyScalar(Math.sin(v.y * Math.PI) * 0.25) // multiply with sin function

          // radial wave
          vec3_2.copy(v).setY(0).normalize();
          spherical.setFromVector3(vec3_2);
          vec3_2.setLength(Math.abs(Math.sin((spherical.theta * 4) + v.y * 2) * 0.25));

          v.add(vec3).add(vec3_2); // add the temp vectors to the current vertex
          })


          cylinderGeom.computeVertexNormals();

          var cylinder = new THREE.Mesh(cylinderGeom, new THREE.MeshNormalMaterial({
          side: THREE.DoubleSide,
          wireframe: false
          }));
          scene.add(cylinder);

          renderer.setAnimationLoop(() => {
          renderer.render(scene, camera);
          })

          body {
          overflow: hidden;
          margin: 0;
          }

          <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/100/three.min.js"></script>
          <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>








          share|improve this answer
























          • when i apply this to my object i can't get the same effect as the vase in codepen. My object uses z height and x and y for widths. this is what it looks like when i use Z for the radiall wave section imgur.com/a/ayQouUX and this is what it looks like when i use Y imgur.com/a/HEBrWr3 do i have to adjust the spherical to match the Z height of cylinder?

            – Tintinabulator Zea
            Jan 2 at 21:20











          • @TintinabulatorZea you can rotate your geometry to align it along the Y-axis, apply all the operations, provided in the answer, then rotate the geometry back to the initial state.

            – prisoner849
            Jan 2 at 21:38











          • ok cool thank you! also, what do you think of this question stackoverflow.com/questions/54029401/… ? do you think this is possible? @prisoner849

            – Tintinabulator Zea
            Jan 3 at 20:32













          • @TintinabulatorZea You can find me on the forum: discourse.threejs.org. The same nickname :) Just ping me there somehow with a private message.

            – prisoner849
            Jan 3 at 23:36











          • @TintinabulatorZea I hope I've found a right person there with that skype nickname :D

            – prisoner849
            Jan 4 at 0:17


















          2














          You can use absolute value of the sin function of the angle, that a vertex belongs to.



          In this case you can use THREE.Spherical() object that allows to get spherical coordinates of a vector:






          var scene = new THREE.Scene();
          var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
          camera.position.set(0, 0, 6);
          var renderer = new THREE.WebGLRenderer();
          renderer.setSize(window.innerWidth, window.innerHeight);
          document.body.appendChild(renderer.domElement);

          var controls = new THREE.OrbitControls(camera, renderer.domElement);

          var cylinderGeom = new THREE.CylinderGeometry(1, 1, 4, 128, 40, true);

          var vec3 = new THREE.Vector3(); // temp vector
          var vec3_2 = new THREE.Vector3(); // temp vector 2
          var spherical = new THREE.Spherical();
          cylinderGeom.vertices.forEach(v => {
          vec3.copy(v); // copy current vertex to the temp vector
          vec3.setY(0); // leave x and z (thus the vector is parallel to XZ plane)
          vec3.normalize(); // normalize
          vec3.multiplyScalar(Math.sin(v.y * Math.PI) * 0.25) // multiply with sin function

          // radial wave
          vec3_2.copy(v).setY(0).normalize();
          spherical.setFromVector3(vec3_2);
          vec3_2.setLength(Math.abs(Math.sin((spherical.theta * 4) + v.y * 2) * 0.25));

          v.add(vec3).add(vec3_2); // add the temp vectors to the current vertex
          })


          cylinderGeom.computeVertexNormals();

          var cylinder = new THREE.Mesh(cylinderGeom, new THREE.MeshNormalMaterial({
          side: THREE.DoubleSide,
          wireframe: false
          }));
          scene.add(cylinder);

          renderer.setAnimationLoop(() => {
          renderer.render(scene, camera);
          })

          body {
          overflow: hidden;
          margin: 0;
          }

          <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/100/three.min.js"></script>
          <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>








          share|improve this answer
























          • when i apply this to my object i can't get the same effect as the vase in codepen. My object uses z height and x and y for widths. this is what it looks like when i use Z for the radiall wave section imgur.com/a/ayQouUX and this is what it looks like when i use Y imgur.com/a/HEBrWr3 do i have to adjust the spherical to match the Z height of cylinder?

            – Tintinabulator Zea
            Jan 2 at 21:20











          • @TintinabulatorZea you can rotate your geometry to align it along the Y-axis, apply all the operations, provided in the answer, then rotate the geometry back to the initial state.

            – prisoner849
            Jan 2 at 21:38











          • ok cool thank you! also, what do you think of this question stackoverflow.com/questions/54029401/… ? do you think this is possible? @prisoner849

            – Tintinabulator Zea
            Jan 3 at 20:32













          • @TintinabulatorZea You can find me on the forum: discourse.threejs.org. The same nickname :) Just ping me there somehow with a private message.

            – prisoner849
            Jan 3 at 23:36











          • @TintinabulatorZea I hope I've found a right person there with that skype nickname :D

            – prisoner849
            Jan 4 at 0:17
















          2












          2








          2







          You can use absolute value of the sin function of the angle, that a vertex belongs to.



          In this case you can use THREE.Spherical() object that allows to get spherical coordinates of a vector:






          var scene = new THREE.Scene();
          var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
          camera.position.set(0, 0, 6);
          var renderer = new THREE.WebGLRenderer();
          renderer.setSize(window.innerWidth, window.innerHeight);
          document.body.appendChild(renderer.domElement);

          var controls = new THREE.OrbitControls(camera, renderer.domElement);

          var cylinderGeom = new THREE.CylinderGeometry(1, 1, 4, 128, 40, true);

          var vec3 = new THREE.Vector3(); // temp vector
          var vec3_2 = new THREE.Vector3(); // temp vector 2
          var spherical = new THREE.Spherical();
          cylinderGeom.vertices.forEach(v => {
          vec3.copy(v); // copy current vertex to the temp vector
          vec3.setY(0); // leave x and z (thus the vector is parallel to XZ plane)
          vec3.normalize(); // normalize
          vec3.multiplyScalar(Math.sin(v.y * Math.PI) * 0.25) // multiply with sin function

          // radial wave
          vec3_2.copy(v).setY(0).normalize();
          spherical.setFromVector3(vec3_2);
          vec3_2.setLength(Math.abs(Math.sin((spherical.theta * 4) + v.y * 2) * 0.25));

          v.add(vec3).add(vec3_2); // add the temp vectors to the current vertex
          })


          cylinderGeom.computeVertexNormals();

          var cylinder = new THREE.Mesh(cylinderGeom, new THREE.MeshNormalMaterial({
          side: THREE.DoubleSide,
          wireframe: false
          }));
          scene.add(cylinder);

          renderer.setAnimationLoop(() => {
          renderer.render(scene, camera);
          })

          body {
          overflow: hidden;
          margin: 0;
          }

          <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/100/three.min.js"></script>
          <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>








          share|improve this answer













          You can use absolute value of the sin function of the angle, that a vertex belongs to.



          In this case you can use THREE.Spherical() object that allows to get spherical coordinates of a vector:






          var scene = new THREE.Scene();
          var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
          camera.position.set(0, 0, 6);
          var renderer = new THREE.WebGLRenderer();
          renderer.setSize(window.innerWidth, window.innerHeight);
          document.body.appendChild(renderer.domElement);

          var controls = new THREE.OrbitControls(camera, renderer.domElement);

          var cylinderGeom = new THREE.CylinderGeometry(1, 1, 4, 128, 40, true);

          var vec3 = new THREE.Vector3(); // temp vector
          var vec3_2 = new THREE.Vector3(); // temp vector 2
          var spherical = new THREE.Spherical();
          cylinderGeom.vertices.forEach(v => {
          vec3.copy(v); // copy current vertex to the temp vector
          vec3.setY(0); // leave x and z (thus the vector is parallel to XZ plane)
          vec3.normalize(); // normalize
          vec3.multiplyScalar(Math.sin(v.y * Math.PI) * 0.25) // multiply with sin function

          // radial wave
          vec3_2.copy(v).setY(0).normalize();
          spherical.setFromVector3(vec3_2);
          vec3_2.setLength(Math.abs(Math.sin((spherical.theta * 4) + v.y * 2) * 0.25));

          v.add(vec3).add(vec3_2); // add the temp vectors to the current vertex
          })


          cylinderGeom.computeVertexNormals();

          var cylinder = new THREE.Mesh(cylinderGeom, new THREE.MeshNormalMaterial({
          side: THREE.DoubleSide,
          wireframe: false
          }));
          scene.add(cylinder);

          renderer.setAnimationLoop(() => {
          renderer.render(scene, camera);
          })

          body {
          overflow: hidden;
          margin: 0;
          }

          <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/100/three.min.js"></script>
          <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>








          var scene = new THREE.Scene();
          var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
          camera.position.set(0, 0, 6);
          var renderer = new THREE.WebGLRenderer();
          renderer.setSize(window.innerWidth, window.innerHeight);
          document.body.appendChild(renderer.domElement);

          var controls = new THREE.OrbitControls(camera, renderer.domElement);

          var cylinderGeom = new THREE.CylinderGeometry(1, 1, 4, 128, 40, true);

          var vec3 = new THREE.Vector3(); // temp vector
          var vec3_2 = new THREE.Vector3(); // temp vector 2
          var spherical = new THREE.Spherical();
          cylinderGeom.vertices.forEach(v => {
          vec3.copy(v); // copy current vertex to the temp vector
          vec3.setY(0); // leave x and z (thus the vector is parallel to XZ plane)
          vec3.normalize(); // normalize
          vec3.multiplyScalar(Math.sin(v.y * Math.PI) * 0.25) // multiply with sin function

          // radial wave
          vec3_2.copy(v).setY(0).normalize();
          spherical.setFromVector3(vec3_2);
          vec3_2.setLength(Math.abs(Math.sin((spherical.theta * 4) + v.y * 2) * 0.25));

          v.add(vec3).add(vec3_2); // add the temp vectors to the current vertex
          })


          cylinderGeom.computeVertexNormals();

          var cylinder = new THREE.Mesh(cylinderGeom, new THREE.MeshNormalMaterial({
          side: THREE.DoubleSide,
          wireframe: false
          }));
          scene.add(cylinder);

          renderer.setAnimationLoop(() => {
          renderer.render(scene, camera);
          })

          body {
          overflow: hidden;
          margin: 0;
          }

          <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/100/three.min.js"></script>
          <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>





          var scene = new THREE.Scene();
          var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
          camera.position.set(0, 0, 6);
          var renderer = new THREE.WebGLRenderer();
          renderer.setSize(window.innerWidth, window.innerHeight);
          document.body.appendChild(renderer.domElement);

          var controls = new THREE.OrbitControls(camera, renderer.domElement);

          var cylinderGeom = new THREE.CylinderGeometry(1, 1, 4, 128, 40, true);

          var vec3 = new THREE.Vector3(); // temp vector
          var vec3_2 = new THREE.Vector3(); // temp vector 2
          var spherical = new THREE.Spherical();
          cylinderGeom.vertices.forEach(v => {
          vec3.copy(v); // copy current vertex to the temp vector
          vec3.setY(0); // leave x and z (thus the vector is parallel to XZ plane)
          vec3.normalize(); // normalize
          vec3.multiplyScalar(Math.sin(v.y * Math.PI) * 0.25) // multiply with sin function

          // radial wave
          vec3_2.copy(v).setY(0).normalize();
          spherical.setFromVector3(vec3_2);
          vec3_2.setLength(Math.abs(Math.sin((spherical.theta * 4) + v.y * 2) * 0.25));

          v.add(vec3).add(vec3_2); // add the temp vectors to the current vertex
          })


          cylinderGeom.computeVertexNormals();

          var cylinder = new THREE.Mesh(cylinderGeom, new THREE.MeshNormalMaterial({
          side: THREE.DoubleSide,
          wireframe: false
          }));
          scene.add(cylinder);

          renderer.setAnimationLoop(() => {
          renderer.render(scene, camera);
          })

          body {
          overflow: hidden;
          margin: 0;
          }

          <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/100/three.min.js"></script>
          <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Jan 2 at 10:17









          prisoner849prisoner849

          7,75821328




          7,75821328













          • when i apply this to my object i can't get the same effect as the vase in codepen. My object uses z height and x and y for widths. this is what it looks like when i use Z for the radiall wave section imgur.com/a/ayQouUX and this is what it looks like when i use Y imgur.com/a/HEBrWr3 do i have to adjust the spherical to match the Z height of cylinder?

            – Tintinabulator Zea
            Jan 2 at 21:20











          • @TintinabulatorZea you can rotate your geometry to align it along the Y-axis, apply all the operations, provided in the answer, then rotate the geometry back to the initial state.

            – prisoner849
            Jan 2 at 21:38











          • ok cool thank you! also, what do you think of this question stackoverflow.com/questions/54029401/… ? do you think this is possible? @prisoner849

            – Tintinabulator Zea
            Jan 3 at 20:32













          • @TintinabulatorZea You can find me on the forum: discourse.threejs.org. The same nickname :) Just ping me there somehow with a private message.

            – prisoner849
            Jan 3 at 23:36











          • @TintinabulatorZea I hope I've found a right person there with that skype nickname :D

            – prisoner849
            Jan 4 at 0:17





















          • when i apply this to my object i can't get the same effect as the vase in codepen. My object uses z height and x and y for widths. this is what it looks like when i use Z for the radiall wave section imgur.com/a/ayQouUX and this is what it looks like when i use Y imgur.com/a/HEBrWr3 do i have to adjust the spherical to match the Z height of cylinder?

            – Tintinabulator Zea
            Jan 2 at 21:20











          • @TintinabulatorZea you can rotate your geometry to align it along the Y-axis, apply all the operations, provided in the answer, then rotate the geometry back to the initial state.

            – prisoner849
            Jan 2 at 21:38











          • ok cool thank you! also, what do you think of this question stackoverflow.com/questions/54029401/… ? do you think this is possible? @prisoner849

            – Tintinabulator Zea
            Jan 3 at 20:32













          • @TintinabulatorZea You can find me on the forum: discourse.threejs.org. The same nickname :) Just ping me there somehow with a private message.

            – prisoner849
            Jan 3 at 23:36











          • @TintinabulatorZea I hope I've found a right person there with that skype nickname :D

            – prisoner849
            Jan 4 at 0:17



















          when i apply this to my object i can't get the same effect as the vase in codepen. My object uses z height and x and y for widths. this is what it looks like when i use Z for the radiall wave section imgur.com/a/ayQouUX and this is what it looks like when i use Y imgur.com/a/HEBrWr3 do i have to adjust the spherical to match the Z height of cylinder?

          – Tintinabulator Zea
          Jan 2 at 21:20





          when i apply this to my object i can't get the same effect as the vase in codepen. My object uses z height and x and y for widths. this is what it looks like when i use Z for the radiall wave section imgur.com/a/ayQouUX and this is what it looks like when i use Y imgur.com/a/HEBrWr3 do i have to adjust the spherical to match the Z height of cylinder?

          – Tintinabulator Zea
          Jan 2 at 21:20













          @TintinabulatorZea you can rotate your geometry to align it along the Y-axis, apply all the operations, provided in the answer, then rotate the geometry back to the initial state.

          – prisoner849
          Jan 2 at 21:38





          @TintinabulatorZea you can rotate your geometry to align it along the Y-axis, apply all the operations, provided in the answer, then rotate the geometry back to the initial state.

          – prisoner849
          Jan 2 at 21:38













          ok cool thank you! also, what do you think of this question stackoverflow.com/questions/54029401/… ? do you think this is possible? @prisoner849

          – Tintinabulator Zea
          Jan 3 at 20:32







          ok cool thank you! also, what do you think of this question stackoverflow.com/questions/54029401/… ? do you think this is possible? @prisoner849

          – Tintinabulator Zea
          Jan 3 at 20:32















          @TintinabulatorZea You can find me on the forum: discourse.threejs.org. The same nickname :) Just ping me there somehow with a private message.

          – prisoner849
          Jan 3 at 23:36





          @TintinabulatorZea You can find me on the forum: discourse.threejs.org. The same nickname :) Just ping me there somehow with a private message.

          – prisoner849
          Jan 3 at 23:36













          @TintinabulatorZea I hope I've found a right person there with that skype nickname :D

          – prisoner849
          Jan 4 at 0:17







          @TintinabulatorZea I hope I've found a right person there with that skype nickname :D

          – prisoner849
          Jan 4 at 0:17






















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