@labris @mawa Apologies, I think I failed to save my Playground (and thus update the link) before posting it. Revise link below:
https://playground.babylonjs.com/#VKBJN#2756
The Playground example is just to work out the process, what I want to create is (very) large, mathematically generated surfaces. I looked through all the meshes in the docs and none look like they will have the freedom I would like. Ribbons would probably work fine too, but it looks like these are very similar to the custom mesh, but instead of specifying every point on every triangle, Babylon calculates these for you between the longitudinal ribbons of points.
I could split my mesh up into thousands of different meshes that use a more standard mesh type for each I guess, but I don’t know if this would be as slick, or if there would be some performance drawbacks?
If I was to create each facet individually and apply colour and texture to each, is there a way I could then make them into a single mesh or a group or something, to get all/some of the benefits of having one huge mesh.
Also, just to note, beyond the scope of what I’m doing now, but I would perhaps like to eventually do something like this => https://forum.babylonjs.com/t/curved-mesh-with-quadraticbezier-and-ribbon/11698, but I’m starting with straight vertices to get my head around the process for now.