Geometry/mesh into one continuous surface to populate bubbled hexagons along the surface

First to explain a bit how this new MorphToMesh component works-

When you first place it on the canvas, it creates reference polygons, from triangle to octagon.
These show you where to place your geometry.

You place any geometric objects you want to morph (curves, surfaces, breps, meshes etc) inside these.
These geometry objects go into the G input of the component (it does not need to be in any particular order or data structure - the component figures out which geometry belongs to which polygon).

M is the mesh you want to morph the geometry onto. It can be a triangular, quad or ngon mesh.
Any geometry inside the reference triangle gets morphed to every triangle in the mesh.
Any geometry inside the reference square gets morphed to every quad in the mesh,
…and so on for the other polygons.

If you know your mesh consists only of triangles, you only need place geometry inside the reference triangle. For the dual output of TriRemesh, we know it should usually consist only of 5/6/7gons, so we only need to create geometry for these 3 shapes.

The ‘O’ input is for the offset distance (or distances) to morph to - i.e. how thick the morphed objects will be. You can input a single value here, or if you want variable thickness, you can give it one value for each vertex of the mesh in M. For instance, here giving the thickness as a function of vertex X coordinate:

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