Can someone explain to me how to make these surface lattice patterns?

I’ve attempted a couple of methods but its never quite right. See in the reference image we have this continuous flowing curvature along the organic shape. I have tried slicing it and extracting curves on two different angles, but it doesn’t give this same kind of flowing form.

Any help would be huge! Thanks in advance.

Attached file:

Outsole Test Sample.3dm (927.2 KB)

There are plugins, this is a new offering as well.

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As @Japhy reminded, you can give it a try with ShapeMap and for your reference.

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Not sure if you must copy that design or simply using as reference—just in case here’s a simple ‘contour’ alternative to keep you from trying to imitate; define your vector(s) and generate your own lines:
shape_contours.gh (12.8 KB)


*Edit:
Also, it seems you started with something related in your other thread?

I’m surprised nobody warned you about multiple threads for the same project. Anyway, for diagonal lattices (not the same as flow lines) also see these potential approaches, second link shows another nice example by @jessesn:

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Sorry didn’t mean to do the multiple threads. I thought this first initial thread was to close to “please figure this out for me”.

I wanted to ask more directly and show my thinking and attempts instead of the broad “how to do this “ question I asked. But I will keep this in mind for next time and not post multiple times!

@jessesn @Japhy @René_Corella
Really appreciate all the help so far, will post back with any progress I’ve made on this!

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So I have been trying all afternoon unsuccessfully to do this, this is the closest I’ve gotten with the diagonalmesh tool.

But I can’t seem to separate the two line areas no matter what I try. I’ve followed a bunch of tutorials but they seem to fall apart at a certain point.

Tried to follow this tutorial but it’s not behaving in the same way in terms of those corners and creating those diagonal lines: https://www.youtube.com/watch?v=2SjR9jOxIrc&t=173s

Goal is I want the blue lines below to be different from the green lines. Different thickness or offset or height.

Thanks in advance!

Diagonalmesh Test.gh (22.3 KB)

Outsole Test Sample.3dm (1.1 MB)


After many attempts with Grok, I remember it was in Kangaroo :man_facepalming:

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what the WarpWeft component (never heard of it or used it) seams not to support is some kind of “distribution” fence / stop / boarder (black line / connection).
currently the flipping / mirrowing takes place at the cyan curves where it s not wanted.

it looks like it s quite straight forward to code..:

UPDATE:
… well gave it a try…
just using a meshbox with welded vertices - which - in its simple form - has the nescessary, proper face-Setup as @René_Corella also mentions below…

WrapWeft

as far as i see it will output “random seams”


…you can not influence where flipping takes place if necessary

custom script

with a custom script


i introduced the sketched “fences” from above. a recursive algorithm (c# script) will not pass over the black edges - so this is where “flipping” will happen.
… just a first run / proof of concept - i did not look at all special cases, n-gons, triangular faces, unwelded edges, … vertices with more then 4 faces…and so on…

demo

some simple ballon-like mesh…

good night sleep tight - cheers -tom

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I am really not sure of this, the topology here doesn’t help. I tried using Grok, I tested 5 strategies, none was as good as the Kangaroo tool. Perhaps it could be better to make some group and let the user decide.

I would like to see what you can output.

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I’m nowhere near the coding skills from Laurent or Tom. Nonetheless, common sense tells me you must distinguish that one goal is to identify and separate the lines, another is to have something like what’s on your sketch, provided it’s a literal indication.

If I’m allowed to interpret it,


Your desire is a “true” continuous diagonal grid across the entire mesh—this won’t be automatic as you’d expect through QuadRemesh + Diagonalize. I suspect that even if you provide guide curves (diagonal contours) your quad mesh edgeflow won’t be ideal. You might still have to go back to a method where you specify and generate the required ‘isolines’.

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see my updated post above…

What will help a lot is lining up the 3-way vertices in the source mesh. For example, at the toe they’re offset by one:


Which means it’s hard to tidy up the seam in the diagonal grid:

Your inspiration images have nice neat seams at heel and toe.

You could then actually hard-disconnect the “patches” of the mesh to force the diagonlization to choose how the continuity flows (there are basically only two options - the inspiration image does the second one)

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Exact, here is the 14 (or more) zones, spheres represent the 3-way vertices. So this lead to many variations for the “Warp Weft”.


Indeed 15 zones

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