i/we tried to make something real before the day was over its midnight 30. i will be tired tomorrow. i didn't quite finish but it may be usable. extant issues: - holes in the model may be generated if there are aliasing artefacts in the approximation function. using a euclidean approximation function removes this. the tesselation should be reviewed for correctness and upgraded to inform neighboring triangles, this would double the speed. - the surface normals may not be consistent and correct across chunks yet. i used smooth shading in the attached image to depict this. - it is possible to do more efficient tesselations. it at least may be fine to subdivide some triangles to only 3 rather than 4. - we think the code would be more organised if the two subdivision approaches were normalized as maybe the commented interface near top of file - a little more organisation etc needed in general celebrations: - it makes a solid helical gear now! the example is triple-helical. - i fudged in automatic detection of degenerate points to the tesselation so it can handle poles as well as the rest of a surface - it outputs a .stl file!