Beginning round basket bottom

My project with Blender 3.6 is to simulate as close as possible the making of a round basket as a person would do it. I wrote a node tree leadind to two groups of five curves crossing each other at 90 angle.




Then I selected the two most lateral curves on x and y axes thinking that I would need certain points on them to make two curves going around them over and under like the blue lines in the picture below.


A video (11.00 min on the time line) illustrates the actual process.
My question is: how to have two curves going over and under those branches for three rounds in such a manner?
Here is a link to my .blend file.
Thanks for your help.

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Hi…

I think you need a really good reason to embark on the painful journey you are about to embark on.

Couple of bits of wisdom to consider:

  • Never model something that won’t be visible.
  • Never model the detail of something that won’t be a foreground element.
  • The illusion of detail is indistinguishable from actual detail.
  • Textures are faster than geometry.

I challenge you to find woven items in Pixar/DreamWorks movies… chances are they will be rare background elements or cloth (which uses textures, not geometry).

That said, a mathematical solution for your problem may be possible but will be very challenging to figure out… you are advised to find a “cheat” method like tessellation or using a texture instead.

Have you considered that?

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I understand your point of view but I do it for myself as a hobby; I am not pressured by a deadline. Faking it is precisely what I don’t want. Tessellation may offer very nice patterns. Your advice is appreciated; I am warned. Thanks for it.

This solution from @quellenform might help you with your problem:

https://blender.stackexchange.com/a/269972

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I agree, this answer could actually help solve the problem :wink:

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Thanks, I will study it. Very interesting.

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As I saw your comment, I will not cross post. I will see what I can do with your approach. I begin with geometry nodes. Probably I will need help for the adaptation. Best regards.

K, fine…

Here’s a “simple” basket weave for you:
basket weave.blend (97.2 KB)

Have fun parameterizing it… (Hint… the base circle needs to have odd vertices.)

Good luck!

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Wow ! Thank you very much. I will caqrefully study it. Best regards.

After the opening of your blend file, this is what I got:


The two blue nodes just after the index node have an “unknown” name. They seem different compared to the picture that you posted. Could it be because you work on Blender 4.0 and I work on 3.6?

For blender 3.6 you could replace the 2 unknown nodes by math Modulo ,

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Ah, sorry, I saved that in Alpha 4.0… it has variations on the modulo…
Here is the 3.6 verison:
basket weave(3.6).blend (94.0 KB)

Good luck!

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I have refined the method to now do a double-twist weave which works with any number of bracings and uses a custom profile:
image
basket weave double twist(3.6).blend (105.3 KB)

Sorry if I’m taking away from your exploratory fun - I kinda got wrapped up in this… feel free to treat this as a “spoiler” and do it your own way first and then compare.

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Don’t worry. I am glad that you take pleasure making it. Certainly I will learn from your really nice work. All my gratitude.