Brep Continuous Remesh

Hi All,

Is there a way to remesh Brep Surfaces such that the mesh continues across boundaries?

In my case, I have a brep surface cut as part of a voronoi pattern on a curved surface. When I remesh it, the mesh vertices from one surface to the next do not align.

The image below shows a crude illustration of what I’m hoping to achieve (red lines) over what I have now.

The problem is that, with the current meshing tool, it creates gaps along the seams - larger gaps with more coarse meshes.
Continuous Mesh.gh (12.8 KB)

Thanks in Advance.

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Please internalise the input brep

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Dammit sorry - I’ve edited the original post with the internalised GH file.

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Nevermind - I figured it out…

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figured what out…

what’s a brep-surface-mesh? :face_holding_back_tears:

I can’t tell if that’s a genuine question or not, so I’ll assume it is.

Brep = Boundary representation surface. Could be a trimmed or un-trimmed surface.
Surface = untrimmed surface
Mesh = polygon approximation of a surface.
Continuous Mesh = Mesh across multiple surfaces whereby surfaces sharing a common edge are split such that they also share common vertices, making the mesh water tight, while still maintaining the boundaries of the original surface.

In the original post, the mesh was not continuous - i.e. each surface was meshed independantly of adjacent surfaces.
In the last image, the mesh was continuous - i.e. adjacent faces shared common vertices along their common edges.

Hope that helps.

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It helps. I just wasn’t sure if this was a situation where meshes are using the nomenclature of ‘surface’ interchangeably between meshes and nurbs etc.

It just gets confusing, cause I’ve seen it before in the Rhino GUI. Not to mention the hidden meaning behind the rendermesh that shows us the nurbs polynomial decimated calculous, cause who want’s infinite loops, right :face_holding_back_tears:

Maybe if we can get some quantum gpu’s :face_holding_back_tears: :pray:t4: