I’m having some trouble creating a surface, it looks simple enough going off the lines but is proving rather tricky. I first tried rail revolve - no good - as you kind of need two rails. I then tried sweep 2 but comes out very messy. I played about with loft and tried creating a top surface that would follow the dip but wasn’t really getting anywhere. I then went into gumball and control points pulling up the sides from a flat top but again wasn’t coming out very nice.
Any help would be greatly appareciated!! File posted
BIG SE DISH.3dm (58.0 KB)
Render is of a prior iteration that has a flat top. The current design uses raised sides as seen in the lines. (image for referenece)
Two curves > extrude these > BooleanSplit the solid with the wavy thing and delete the bit you do not want, or BooleanDifference (need to mind the surface direction of the wavy one - see Help on Boolean operations, or Trim and Join.
Top surface made with Xnurbs plugin.
The bottom is the flat plane trimmed to the curve
Side is Sweep2 command
Fillet or blend should be done as of last.
Edit: Oh sorry I haven`t seen that you wanted to have done it a bit differently. So Pascal method was maybe a way better for you (in my way middle of the top is pushed down).
Thanks for checking out this issue! I don’t think my drawings may have been clear, there is actually a dip in the middle going lengthways (in front window). I have drawn out some rough guides (green lines) to give reference to the form. Please see the new attached file. Also please could you export in rhino 5 - much appreciated
No, thats correct. The middle is supposed to be pushed down. The form is supposed to dip in the middle. it’s essentially a shallow tray, the sides scoop up a big higher than the ends.
I’ve drawn some rough guides (green lines) to give reference to the form.
Set this up on all four quadrants - as I recall the curves you have may not be symmetrical, quite, so I mirrored one set and adjusted the perimeter curve, if I remember right.
Edit: I’d probably prefer a PlanarSrf for the middle, starting with an InterpCrv through the end points of the lines, maybe adjust the shape to make it a bit more rectangular and less rugby ball, to be more like the perimeter by InsertKnot > Automatic then point edit and Scale1D to get it back on the end points: