I am looking to surfacemorph a pattern on to a surface similar to the attached sample, however when I ‘Isotrim’ the surface it forms a rectangle around the shape and the morph pattern is applied to the entire rectangle. How do I only apply it to the curve surface?
How do I edit the points such that my isotrim is in the exact shape as the curve? Is there another way of applying surfacemorph to that shape (other than isotrim)?
Wait … that’s better (use the same R file for the demo Brep). Using an extra crude Method to count the islands (shame on me) … but life is crude anyway:
Just another q, I noticed that when I apply my pattern (circles) through surfacemorph, the pattern has a square/rectangle formed around each circle. How can I disable that?
I’ll post a general map-this-to-that case soon (where “this” is anything and “that” is a BrepFace).
BTW: 1 to 10 what is your level in C#?
In the mean time here’s a mini challenge for you: Assume that you have a List of BrepFaces of varying sizes (and closure) and there’s only a pair of U/V division values around. What is the best “proportional” way to cut the mustard? And what if you want to rebuild the underlying surfaces and “update” the BrepFaces? (their inner/outer Loops are shown in red).
Demo (general Sporph/Splop Morph trans using anything on anything [even mapping cats on dogs]) promised must wait: only C# code, not a single component on sight => life sucks.
Also, I have noticed another issue, that when I surfacemorph a voronoi pattern onto isotrim (with edited faces using your C#), it removes caps and some elements of it. The picture below shows the difference between edited isotrim surfacemorph and normal surphacemorph.
Post a test case. I suspect/guess that you have mixed bananas with onions (but bananas work only with sardines).
Plus the filtering policy (center point and/or any edge point) MAY or MAY NOT yield results depending on the topology of things: for instance if a BrepFace has big holes (inner Loops) and/or an “odd” outerLoop and your subdivisions are “big” (i.e. small U/V nums) … no trimmed surface can pass the check > adios amigos. It’s a matter of resolution, so to speak (or Karma). Of course I could add various other filters (any in fact) like: if a given innerLoop intersects more that 3 times with the trimmed outerLoop … or if it splits the trimmed in an area ratio != than a given one … blah, blah.