I am not sure if the bunding gonna work with edges from polygon, you might need to distribute curves on the mesh surface and then use the edge bundling (also shrink wrap curves to surface using Geometry proximity inside the bundling solver).
The other solution would be just triangulate the mesh(for example using merge by distance or the decimate modifier) and convert edges to volume and remesh it with mesh smoothing to achieve similar effect:
The results are pretty good (and when animated, very trippy…) – thanks for sharing! And it’s funny on how undecided some points are:
BTW, yesterday I was trying to recreate a “poke” script with GN when I stumbled upon a tiling named “Chinese ice-ray lattices”. Have you (or any of you) come across this before? The resulting patterns are very interesting, as explained on the following link: Fractal-based algorithmic design of Chinese ice-ray lattices
Yes I still update, it just yesterday added version for blender 4.0. Also working on adding 10+ new nodes, reworking of some nodes and edit mode tools.
Looking from the paper simplest example that divide face in half, I have similar node “Mesh Face Divider” that does this but without the distortion, I actually wanted add distortion feature but its just take a time and would need to redo whole node group.
In my example it will divide first horizontally then vertically, but in paper it’s looks like division based on the width/height of the face so it will give more uniform results, you can implement that too but it’s a bit of work.
Hi Higgsas! I was just playing with the new nodes (great additions BTW!) and I’m having some issues with the Triangle Mesh Circle Packing. Tried some different combinations with the Time Steps and Relax Strength without success. Am I missing something?
Hey, thanks. I forgot to add to the documentation for the limitations, that triangles on the boundary that has only 2 vertices will not move during simulation, so it will give bad results.
This is my setup, the base object is a cube that is weighted to an armature so as I move the bones it stretches the cube, I use this cube to spawn points I do flatten the cube so it only spawns a plane of points
Any of you amazing node collection can help pull this effect together?
l also have this issue, could maybe use your curve packing but I want all cylinder same size, is there a way to simply get instance of any mesh to not collide/intersect. Or even better they could swuich agenst eachother, maybe take the instance result realize it and to a intersection detection and edit the mesh to so the intersecting faces push away from eachother
There is alot of node groups in here so not sure if I can simply use what here to make what I need or if something new is needed
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I faked this just to show, Ideally they would squish agents each other also
Thankyou for showing this node tree
I need to get all your nodes as there fing amazing
The animation part is basically the cube that is the base geometry is weighted to the armature so i can squish the cube with the armature this cube is used to distribute points so as the cube shrinks so dose the area the points are generated so i can have just a row of cylinders or lots in a bigger gap by moving the bones as it changes the base cube which i do use Poisson Disk inside the Distribute Points on Faces on. I still get intersecting and also gaps