Even spaced vertical dome texture on SUBD - Box Morph vs Loft

Hi, I am trying to put a half-circle dome (with two boxes underneath the dome) texture around a pair of frames similar to these pictures. I am trying to keep them as even spaced and vertically oriented as possible. I have a box morph that is not taking at all and a perp frame loft for even spacing, but some of geometries I am trying to loft are upside down. Also for the loft, some of my geometries are overlapping and it is really heavy because I have a lot of frames so the dome shape doesn’t get too distorted.

My data is internalized with notes on what I am doing.
I would appreciate any advice on how to better my script!

Grooved Texture on Frames.gh (743.8 KB)

While I appreciate the many notes, it’s information everywhere. Could you explain a little more concisely what it is you want to achieve? What even is a “a half-circle dome texture”? Are you simply trying to groove your surfaces? What are your base geometries?

Hi, Volker,

I cleaned up the script and attached pictures of the end goal. I ended up going with the lofting over the box morph because I am using a SUBD for the frames. I am going for basically a cylinder that would be chopped in half with two different blocks underneath it. My base geometries is now written into the file. I attached a similar texture- how this one is a cylinder aligned on top of two colored blocks. It should just be a dome on top of alternating blocks, not a full circular pipe because I want to boolean the rectangles out of the frame so only the cylinder is coming off the frame. As for the lenses, the cylinder texture is on just one back surface and the alternating rectangles are in the lens. In the end, I want to boolean the whole textured lens and the textured frames so it can be 3D printed as one model, I am keeping each geometry watertight.

For the texturing, the most important thing is I want it to be as close to 1) vertically running, 2) evenly spaced, and 3) fully covered with the cylinder texture- no exposed blocks or jagged edges.

I am running into a few issues:
a) The geometry on the frames between the lens and bridge randomly flips inside out. I am not sure what is going on or how to fix this issue.
b) The texture on the frames towards the ear starts slanting. How would it become vertical?
c) The cylinder texture on the lenses turns away from being flush on the frame and flips the other way in the middle. How would they be aligned to point away from the surface they are on so there are no jagged edges?

I hope this makes sense,
Thanks

Texturing Along Planes.zip (4.4 MB)