kents Cents -
i asked for something similar a while ago, for strip faces and other polys that may be long and skinny regarding aspect ration, like runways.
i am mainly concerned with straight faces. Curvature could be handled with “degrees” and “radius” for nice circular arcs, but if you have reason for placing points in a certain way, such as an eliptical arc, you may want variable segment length. Of course, that’s why it is an option, right?
For straight faces, such as roads, runways, runway markings, etc, I have vertex shaders that raise them off of their underlying polygons. It is more efficient than subfacing and allows for content to be layered mroe easily. But it requires that there are enough vertices so that you are apppying the technique properly based on range. A face that is too long will overcompensate and look silly. once the long faces are “sliced and dices”, they mesh very well and really don’t take a significantly longer time to render.
So, it would be nice to have two enhancements:
A - the strip face tool have a max length, a radio box to enable and disable, and a parameter to set the max length like you can set the width. These opioins would be dynamic, so you could change them mid-stream, as you can the width and “drop point”. Whether around a curve or a straight piece, you sould insert vertices and edges along the path, similar to a light string with delta. As you trace the path, it slices the long faces for you.
B - an after-creation tool (in case you use the runway wizard or something and want to slice the edge markings) you would set a reference edge and max length, and the tool would traverse selected polys and slice relevant faces parallel to the selcted edge. Occasionally, there may be some small faces left over, but that would be prefereable to spending hours doing it by hand.