(Original on the right and mirror result on the left)
The final result where the mesh was mirrored on a bent plane mesh. The mesh that is mirrored has a subdivision modifier on it which is preserved on the mirror mesh (script will ignore any modifiers and add them back to the mirrored result).
The mirror mesh is created with a simple mesh and then a subdivision surface modifier is added to create a smoothed surface (do not apply subsurf modifier it will be done through the script)
Execution results and result of different subdivision count:
Notes: The subdivision count is on the mirror mesh. Verts are vertice count on the mesh that is mirrored. Mirror Faces are the total face count of the mirror mesh (after subdivision).
The mirror mesh needs to be smoothed to get an even distribution on the result. To large distances will result as in the first case where the vertices will be curved inward over the face.
-Note: Very expensive: should not be used unless small mesh or specific result required.
Forces the closest intersecting face to be used as mirror. Warning: the distance is measured to the plane of the face not the “distance to the face” so might not always give “the closest intersection”. However if you want to use a mirror mesh with disconnected parts this setting must be used. Very expensive as it checks every vertex with every mirror face, 531 seconds compared to 3 seconds (third image)
Ignores any vertice that is not inside a mirror face, to intersect it must be between the normals of the mirror plane. The ignored vertices is not removed.