I’m working on achieving sharp edges at the bottom of a surface shaped like a shoe. In the file I’ve shared, the left example showcases the sharp edges I’m aiming for. I’d like to replicate that effect on the right surface aswell with a method i can reuse on other cases aswell.
Does anyone have suggestions on how to accomplish this?
sharp edges.3dm (4.1 MB)
Hello- that does not look super straightforward, to me - the line to crease does not follow the surface structure. I am not sure what to suggest that would be better than getting a cleaner scan. Is there a mesh version of this? What is the input to the surface?
Hi. the problem is the scanner that I get the input from creases the sharp lines. I have attached a new file with the surface and the mesh from which the surface is made.
sharp edges.3dm (4.2 MB)
Interesting isocurve flow. This appears to be a reverse engineering exercise.
You may want to isolate the different curvature areas, and eliminate the fillet type geometry to derive the theoretical “sharp” edges I think you speak of.
And you may want to change the isocurve flow, to promote more efficient topology compositions.
Hello - a
QuadRemesh of that mesh to a SubD object is maybe a good start - can you use SubD as the output?
then, at least the 3d shape and the structure of the model have a useful relationship that is maybe more helpful than the surface and might allow some editing, though it will be tedious, I imagine:
sharp edges (SubD).3dm (3.2 MB)
The SubD object suits my needs perfectly. I noticed that the 3dm file you uploaded has some pronounced edges that closely match what I’m aiming for. How did you achieve that? I’m relatively new to using SubD objects and my overall understanding of Rhino is still limited.
Hello - it looks like what like about the model is what I left because I was being lazy. Basically I selected a ring of points - if you open the Named Selections panel, I think I save my selection in there. It is a bit weird because of how QuadRemesh chooses to arrange the quads in a spiral rather than complete rings, so there is a little bit of ‘fudging’ to do where the set of points does not quite close. At any rate I moved those points very slightly down with the Gumball and scaled them very very slightly outward in 2d, also using the gumball.