The object on the right is what I’d like to generate. I created that by applying the geometry nodes modifier and then manually bridging between the loops. As there’s going to be 10’s - 100’s of these, I’d like to do this with geo nodes .
I have tried using the curve-fill node, but that set’s Z=0 for all points.
I’ve watched some tutorials that capture attributes from curves and then apply that to generated mesh data. My attempts at this haven’t worked- and I’m a little confused about how to make sure the data is mapped correctly from the curve points → matching vertices in the generated (curve → mesh) mesh.
Note - I do want to be able to rotate and offset (+ve Z) the upper most curves so the tops of the “craters” also create a novel terrain between them.
Thanks @SterlingRoth. I only found lofting mentioned in higgsas’s post about his amazing pack of geometry nodes (very tempting to buy) and this post re making a wing. Which links to an Erindale video tutorial. Looks like it’s doable, but not trivial.
Wow, thanks for pointing that out @zeroskilz. I’m very likely to buy higgsas’s pack eventually- but I’d like to learn how some of these things work in principle first before I have to many things installed that just do magic
understandable… i went your path but backwards… i bought higgsas’ pack, but have yet to use them while i learn GN on my own (well, with google’s help, ofc. )