I recently saw this short, and wondered what the two approaches would be like to make a custom grid mesh which follows along any topology youd want so evenly, without distorting based on the triangles / quads shape for example, in both tranditional modeling (using modifiers only) and with geometry nodes. https://www.youtube.com/shorts/EYm5y4uj7Lc
A year or two back I tried making something similar, but always ran into the problem that the holes, circular, square, etc, would distort based on the underlying topology of the mesh I tried to get it to bend to.
My approach would be to use UVs, if you can unwrap and use a texture to make that grid like pattern, then it’s possible to do the same with geometry…
I’m not saying you’ll get 0% distortion but I’m sure it’s possible to make that very hard to catch…
I would probably do that in geometry node and I’m not sure it’s easy to do with modifier only… However, at some point I’ve seen an addon that allowed to set a mesh to UV space ( you basically get the flatten uv layout in 3D space) then you could attach another mesh to that , and put it back on 3D space…
Which is basically the approach you would do in geometry nodes…
Anyway, doing that with pure geometry is going to give you a very dense mesh, and you can probably save those polys for something else… as you can probably get away with just a texture !
Thats pretty cool, and exactly what I want, but in mesh form.
Im not trying to find an optimized method, rather than a practical (and preferably customisable) one.
I would probably do that in geometry node and I’m not sure it’s easy to do with modifier only… However, at some point I’ve seen an addon that allowed to set a mesh to UV space ( you basically get the flatten uv layout in 3D space) then you could attach another mesh to that , and put it back on 3D space…
Which is basically the approach you would do in geometry nodes…
Ill see if I can find that addon, might be what I am looking for, ill also take a look at the geometry nodes.
I was hoping to find a way with modifiers too, maybe shrinkwrapping a plane that has hole cutouts and then solidifying it, but that was I think the approach I used in the past that produced less than desirable results, especially since its hard to get a good shrinkwrap of a flat surface to a complex surface, even with latice modifier to first place it close by the target surface.