Diamonds using existing UV grid

The diamond paneling components I’ve found work great but generate their own point lists based on UV input. I’m trying to create diamonds from a pre-existing irregular grid and U count.

I have the easier diamonds (in red) using Cull, Shift and Weave but am stuck on the on the white, which include edge triangles. I could use what I have to split a surface and get the missing pieces but I’m hoping for a more elegant solution that doesn’t jumble the curve order, direction and seams.

This a simplified example, I mean to apply this to an asymmetrical mesh with many faces.


Thanks for any help!

dia from quad1.gh (13.9 KB)

I am not sure it will help but I did that sometimes ago

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Thanks @laurent_delrieu not a drop in solution but I wasn’t expecting one, I’ll try variations of that. The surfaces I’m working with are very UV friendly, which is why I thought it would be easier to troubleshoot a flat grid.

This is what I manually converted from quads to diamonds. The diamond panel components do very similar but I’m trying to hit specific node points so I need to use my own points.