one simple way would be to start with a simple toroidal 'box model' and then to subdivide it with Weaverbird's Loop subdivision. Finally you can project it again to a torus for precision.
If you want, at this point you could equalize a bit vertex distribution by using Mesh Smooth (in the example), Weaverbird Laplacian, or some other force in Kangaroo, or even some other relaxation algorithms.
Lots of different initial primitives and/or other subdivision schemes will give several different results, and will influence the orientation of the rows that you see.
I've created this original 'primitive' with the ReduceMesh command. If you model it by hand, with a little more thought, you'll get better results.
There are surely other methods, too. I hope this helps getting started, if you go for this idea,
Giulio
-- Giulio Piacentino for Robert McNeel & Associates giulio@mcneel.com
David Rutten
What is a geodesic grid?
--
David Rutten
david@mcneel.com
Nov 20, 2013
Giulio Piacentino
Hi Alex
one simple way would be to start with a simple toroidal 'box model' and then to subdivide it with Weaverbird's Loop subdivision. Finally you can project it again to a torus for precision.
If you want, at this point you could equalize a bit vertex distribution by using Mesh Smooth (in the example), Weaverbird Laplacian, or some other force in Kangaroo, or even some other relaxation algorithms.
Lots of different initial primitives and/or other subdivision schemes will give several different results, and will influence the orientation of the rows that you see.
I've created this original 'primitive' with the ReduceMesh command. If you model it by hand, with a little more thought, you'll get better results.
There are surely other methods, too.
I hope this helps getting started, if you go for this idea,
Giulio
--
Giulio Piacentino
for Robert McNeel & Associates
giulio@mcneel.com
Nov 20, 2013