The definition is proprietary, but most of the algorithm were published on this forum. For this work I put them in a big library in order to be able to make some optimisation. Here are the steps.
Make a rough quad mesh
Smooth it with Catmull&Clark subdivision and/or Subd
Triangulate it with Meshmachine
Cluster this mesh
Make a sort of dual of the previous cluster (so it will become 2nd skin)
Maze all the clusters
Put a width on the maze paths so they become strips
Smooth these strips
Test if these strips can be flattened, if not go back to 6
Seek for rivets positions
Control distance between rivets
Update mesh geometry to narrow the distance between rivets
Make endings (just for the table see some of my previous images)
Cfeldman
It s posible to see the definition?
What was de form of the surface?
Nice
Feb 9, 2018
Laurent DELRIEU
Feb 10, 2018
Laurent DELRIEU
The definition is proprietary, but most of the algorithm were published on this forum. For this work I put them in a big library in order to be able to make some optimisation. Here are the steps.
Feb 10, 2018
Laurent DELRIEU
This definition needs just the clustered mesh, most of the work is inside c# and they call my custom library which is on a DLL.
Feb 10, 2018
djordje
Brilliant work Laurent!!!
Feb 10, 2018