You were still missing the curves you’re morphing. But I think you got it ![]()
Rather than quad-remeshing your SubD, I think using MeshFromSubD might be convenient to stay closer to the original smooth form? Just pay attention to the ‘D’ level so it’s not heavily subdivided prior to box-morphing the lines you’ll turn into multi-pipe. Alternatively, you could keep the mesh pretty coarse but make your line pattern more dense before you box-morph to find the right balance. Very easy to crash rhino with this.
Barefoot Sandal 3D_c.gh (72.0 KB)
