Hello,
I am trying to make a small definition to scatter "sound" [rays] inside a volume [Brep/Mesh] the reflections will be calculated simply using the normal of the surface/mesh at the point of intersection.
If I try to use meshray intersection component then is there a possibility to find the normal at the point of intersection?
If I try to use Brep/line intersection then i also only get a point but no normal.
If my Brep is made out of a number of surfaces and I am only looking for the first intersection [which is returned as a point] why does the component not return also WHICH surface am I intersecting -> in that case i could evaluate said surface at uv coordinates using closest point or otherwise...
any hints?
Thanks :-)
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