vertex- face index / size | floor >>> <<< complete relief map
. radius .| wedges -> used | equator -bottom -top -Circle | Geometry indexed - non indexed - BufferGeometry
with bottom with top wedge open vertex normals basic examples / source
FUNCTIONS: function ( ) ...
- 1 - stretch south (u,v,t) --- | --- - 1 - stretch north (u,v,t)
-
- 1 - end pole (u,t)

- 0 - start pole (u,t)

- v - scale pole hemisph.(v,t)

- 1 - radius azimuth pole (u,v,t)

- 0 - equator gap (u,t)

- 0 - squeeze (u, t)

- 0 - move X (u,v,t)

- 0 - move Y (u,v,t)

- 0 - move Z (u,v,t)

- 0 - explode (t) center normal / only non indexed /

- 1 - end azimuth (v,t)

- 0 - start azimuth (v,t)

- u - scale azimuth (u,t)

- v - scale pole (v,t) S -> N

- 0.1 - material south (u,v,t)

- 0.1 - material north (u,v,t)

- 0.1 - material plane (u,t) - - - - - - - - material:

- 0.1 - material wedge (v,t) - - - - - - - - color 1
double side flat shading wireframe

copy functions, note u, v, t and material limit:
0.2+0.8*Math.cos(10*u*t)
5*Math.sin(u)*Math.cos(u)
(u-1)*(u-1)*Math.cos(0.2*t)
0.75+(u-0.5)*(u-0.5)
3*(u-0.5)*(u-0.5)+0.25
1-1.8*(u-0.5)*(u-0.5)
Math.sin(6.28*u) + 0.1
0.5*Math.sin(3.14*(u+ 0.15))
Math.atan(1/ u)
2*Math.sqrt(u-u*u)
0.5*(1+Math.sqrt(u))
1 / (4*u+1)
Math.exp(-3*u)
Math.log(u)+1
(u<=0.125 || (u>0.375 && u<0.625 ) || u>0.875 ) ? 0.5 : 1.0
u < v ? 0.1+0.4*(1+Math.sin(0.5*t+u)) : 0.4

If material ..(u,v,t) becomes greater then 1.099.., the script will crash.
Describe fixed materials with digits 0 .. 9
( , separeted for spherical segments for a hemisphere from pole to equator, additional bottom, top, wedge
. is a placeholder for faces that should not change)
<--> (don't enter)
MATERIALS: material index 0 .. 9, grey 10 ( function result * 10 )
0 1 2 3 4
5 6 7 8 9