I attempted to insert iso curves so both surfaces match, but apparently the degree is still different between them so when I do MergeSrf they become wavy:
(Background: FlowAlongSrf can’t do polysurfaces, so this is me using a lot of guides and network surfaces to attempt to build something which can unroll in a nice and evenly distributed manner. Currently, there’s less than 0.1mm deviation from these and the original surfaces.)
Hm - yeah… degree is the same but point count way different
The smaller surface is chock full of fully multiple knots , = kinks,
I was going to suggest RebuildUV on both to say 48 points but the points in the results do not line up either.
It may work to go ahead and merge ugly and then rebuild the result to a lot of points - that will make a more predictable Flow target anyway.
Otherwise I would create that smaller surface from the edge of the other one.
Or, possibly, jump through a lot of hoops - is this too far off?
The kinks were my fault… I just tried different commands to insert iso curves and that one produced the first good result on a quick inspection. Here’s a new file without kinks:
Guess I manually need to weak the unrolled surface in order to produce an undistorted result? Seems I can do that by moving the control points, but why am I not getting any points in the V direction? (And similarly to the “wrong” command I used above, what command can I use to insert points without destroying the existing layout?)
However, depending on point count, I get some bumps which weren’t there before (and I’m experimenting with RebuildUV as well): EDIT: Nope, turns out the bump was from the initial network surf… oof, this is more difficult than I anticipated!
maybe you get closer to the desired precision if you only rebuild some target surface for a single flowed element ? (no need to work with a complex, merged surface that can’t be unrolled / flattened)
Those things are just test shapes. I’m planning to flow way more complicated surfaces than that (but right now, I’m leaning towards doing it in Blender, because that uses an UV map which I initially thought was more difficult to tweak, but now I suspect it still might be easier to bring the result of that in as subd in Rhino… the base/target surfaces recreated in Blender at least don’t have any bumps).
I’m just trying to find a workflow to get around the issue that FlowAlongSrf only accepts a single surface and not polysurfaces (or subd surfaces).