I’m trying to create a procedural texture for an irregular stone wall with uniform rounded corners. The voronoi is a good start, but I can’t figure out any math that would round the corners while keeping the edges straight.
I’m trying to get from this:
To this:
[yellow is the mockup in Illustrator, not coded in Blender]
But not this:
Hopefully someone has an idea. The only idea I have left is to somehow use the sharp-cornered voronoi to create geometry before beveling. That would be great for closeups and maybe the adaptive subdivision would keep renders reasonable wide shots where this is used a lot.
I can imagine a script, but that would need either a list of points for the corners or a list of the center points. I’m not ready for geometry nodes or Sverchok yet, but I can imagine there would be a solution there somewhere.
Thanks everyone.