* Another useful script by Master Hiroto is "Polygon to Spline". It generates splines based on the edges of an object (I used an icosahedron plus a crumple mod; you can fine-tune the mesh on selected faces / add polygons, as required ).
* Then use this as the skeleton for a sweep.
* For any animation, collapse the script into a compound spline and use point-record. I have not tested if that updates the grid properly, though.
* Note: I sometimes rename scripts as I have dozens in my folders. The original script may have a different title.
* To achieve a sparse grid based on a regular mesh (eg a polyhedron) you can deploy the build modifier. Green lines show the "invisible" part of the sweep, blue tubules are the visible bits.
Yep, I'd use that too (it's here).
In order to get irregular triangles, triangulate some base mesh and apply a subdivision modifier in stam-loop mode to get a dense mesh, then use the simplify tool, the build modifier @Helmut mentioned, followed with a crumple modifier with a high frequency.
The sweep creator used with a polygon-to-spline net automatically creates UVs along the length of the bars.
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