Frd Posted February 26, 2021 Share Posted February 26, 2021 I have this even geometry and want to create a tool, which allows to interactively add variation while these conditions are met: the inner face stays as it is and the surrounding faces remain planar (stretching is allowed). I found this interesting article about polygon planarization and thought I could try it with Vellum. My goal is to create something like this, just resulting in planar faces: I added a facet node with unique point and planar option on to check the result. My goal would be, that the outer faces stay connected. Is there a constraint in Vellum which keeps the faces planar? VellumPlanar_Problem.hipnc Quote Link to comment Share on other sites More sharing options...
Frd Posted March 7, 2021 Author Share Posted March 7, 2021 The limitations are quite strict, maybe Vellum doesn't make sense here. Thinking a bit more I found out that I just need to stay on the y-plane and slide 2 points at once along the adjacent edges to keep the faces planar. With ramps I create a weight attribute relative to the x and z bounds (cyan). New vectors are calculated by comparing adjacent points, multiplied it with the attribute from the ramps and looped according to the point count. Left: loop with nodes, right: a for loop in vex. The node version seems to be more sensitive with extreme values (non-planar faces are red). Thanks to Matt's cgwiki and some other posts here, this was an interesting lesson in vex! VEXPlanarTool.hipnc 1 Quote Link to comment Share on other sites More sharing options...
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