Hello everyone, hope 2016 is treating you right so far
Here’s my problem, DivideSurfaceUV is giving me weird results by returning points outside the face. I’m 100% sure the face is planar and all lines are parallel to one another, as you can see, more complicated faces are returned with more acceptable results. Any idea why this could be happening? Any workarounds?
P.S. I’ve tried Paneling.GridFromFace from the ClockWork package, it’s nice and gives me exactly what I need, it just doesn’t work with multiple faces.
P.P.S. creating points at parameter seems to return weird points out of the face as well.