There are two very similar Mesh nodes, ByPointsFaceIndices and ByVerticesAndIndices. In my opinion, either the nodes, the inputs, or both should be renamed to be more consistent and clear. If you hover over the inputs they give the required data type but it’s not apparent from the input names.
This and I think it’s confusing that one is called ByVertices and the other ByPoints when they both take points. Seems like the most accurate naming would be: Mesh.ByPointsAndIndexGroups(points: Point[], indexGroups: IndexGroup[]) Mesh.ByPointsAndIndices(points: Point[], indices: int[])
I was already over on time and making a directory + saving the file and image would put me way over…
If the graph is still open when I get back to my desk in the AM I’ll post it though. Sadly nothing was saved (note the graph name) and the 20 minute challenge aspect would be lost if I have to rebuild it.
Most meshes are built of triangles not quads, though that may be what you need it isn’t likely… I can only guess though without context.
Next you need to build index groups of the points - I am guessing 3 points is needed again so I would use a List.Chop to build another set of sublists, transpose those, and then build the index group from the first, second, and third subgroup.
You can also hit F1 on the node or right click and select ‘help’ to pull up the extended node documentation. The sample graph in there can be inserted to your graph if you want to play with it.
Don’t know if its possible to have a few math equations in a Dictionary to choose from (it drives the form)
(Distance from 0,0,0 times a SIN or COS factor that calculates the Z coordinate)
Not necessarily, though based on your inputs I’d think the Mesh.ByVerticesAndIndices is more inline with what you were imagining. Both options are likely still one step away from what you had but it’s just a matter of deciding which way you want to go with it.