Geometry Nodes

Hi… Just an update on disconnect-cyclic-curve… Some work went into making it work with Cyclic Beziers, but in the meantime, on top of giving me the ability to generate low-poly mobius geometry from any curve:
test

…I can also use it to sort out UV Mapping issues with cyclic curves…

Normally, if you just map the curve parameter and plug it into the Shader editor you get this weird disconnect:

(… which is related to the curve twist issue I mentioned before)

(Which you normally get for this kind of set-up (but without the disconnect node-group shown here)):

With the disconnect, it is similar to a edge-split before the curve-to-mesh and the resulting UV maps look proper:


…very WIP, and I had to do what I felt was duplicate work to get my custom curve-to-mesh to “line-up” the disconnected curve after-the-fact… :face_exhaling:

Just wondering if I’m crazy for doing all this work or if there is a simpler way to generate UVs from curves?

Thanks.

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