Brep to One Srf Mesh

I always find lots of cool tutorials and examples on how to make cool patterns.

The only problems is that those are always made on single surfaces.

Coming from product design, I always have to deal with Breps and I always have an hard time to figure out how to deal with them in GH.

Here is an example:

I thought to create longitudinal sections that I would then divide by lenght to get cross sections so to then create a quad mesh.

I was wondering if there is actually a better tested process and I am maybe taking a completely inadequate root.

I am not even sure if a Quad Mesh would be usefull in creating patterns ? you actually need a surface with UV?

btw I got stuck in mine effort when I relised that my curves don't have same direction

  • up

    peter fotiadis

    If the brep faces are "suitable" (like in the image that you've provided) there's 2 ways to address that:

    Use meshes (native component: mesh UV - works on the underlying brep face surfaces) and then making a mesh without "overlaps" (i.e. common mash faces) and then "order" the mesh faces (kinda the UV was applied in one surface) ... and then do whatever desired (most people like/use meshes for that type of stuff).

    Here's a brep with 4 brepfaces treated that way:Or divide (native component: SDivide - works on the underlying brep face surfaces) the brep faces and get trees with nulls (no hit) or points (hit), then "order" them properly (kinda the sub division was applied in one surface) and use the points for whatever scope (patterns and the likes).

    Here's the same collection treated that way:

    In both cases the tricky bit is "ordering" , say Points, in a proper DataTree with one or two dimensions (BTW: That's easily done with code; I have no idea how to do it with native components).

    On the other hand if you have no combinations in mind (meaning that you want to deal with all the "pieces" at once [no order etc]) you can use stuff the likes of WB etc etc:

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