The Construction Parameters:

  • U Faces (Default=8):Range[3, …] The number of U Faces directly corresponds to
    the number of points in the star (#points = #faces / 2).
    Attention: only even numbers of faces give regular star shapes.
  • V Faces (Default=8): Range[1, …]
  • Depth (default=0.6, range= [-1,+1]): Defines the sharpness of the points:
    • depth:1 collapses the vertices inbetween the points to the z-axis.
    • depth:0 yields a double headed cone (all points are vened out).
    • depth:-1 pulls the vertices inbetween the points far out,
      so that now the star shape reverts the inner points and the outer points.
  • Taper(default=1): Defines the opening of the poles
    • taper:1 top and bottom poles are fully collapsed.
    • taper:0 top and bottom poles are fully opened.
  • Rotate (default=0): Range [-360,360]


The Stars shape comes with a few interesting properties. Especially when playing with taper and depth you can get a rich set of different usefull base shapes to start with. In the examples below i have added the basic setting for our Logo and the basic setting for creating plant using alpha textures.

The Construction Parameters:

  • U Faces (Default=8):Range[3, …] The number of U Faces directly corresponds to
    the number of points in the star (#points = #faces / 2).
    Attention: only even numbers of faces give regular star shapes.
  • V Faces (Default=8): Range[1, …]
  • Depth (default=0.6, range= [-1,+1]): Defines the sharpness of the points:
    • depth:1 collapses the vertices inbetween the points to the z-axis.
    • depth:0 yields a double headed cone (all points are vened out).
    • depth:-1 pulls the vertices inbetween the points far out,
      so that now the star shape reverts the inner points and the outer points.
  • Taper(default=1): Defines the opening of the poles
    • taper:1 top and bottom poles are fully collapsed.
    • taper:0 top and bottom poles are fully opened.
  • Rotate (default=0): Range [-360,360]

Examples

orthogonal planes (for plants and trees)

All bricks

1 Brick (scaled to Cube)

U Faces 8
V Faces 8
Depth 1.000
Taper 0
Rotate 0
Subdiv. level 2

If you use this technique, then please also rotate the UV-map by 90 degrees in the UV image editor and use texture type “planar” in the SL texturing options for your object. This will reduce the Alpha sorting problem.

the 5 pointed star (basic shape for our Logos)

All bricks

1 Brick (scaled to Cube)

U Faces 10
V Faces 4
Depth 0.616
Taper 1
Rotate 36
Subdiv. level 2

Please note that only even numbers in U face count will create regular stars. And only power of 2 numbers in U and V face count allow for for texturing with tileable textures.