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Advanced Setups 05 – Knots & Half Edges

EDIT: Added render setup.

This week Chris from our PDG course takes over advanced setups to show you one of those neat little techniques that can save you hours of time, once you need it: Half Edges! We’ll learn how to create knots on top of a mesh and how to speed up and simplify vex code that creates or analyzes geometry.

Vex Half Edge Reference

Mathematical Knots (Wikipedia)

Advanced Setups 05 – Knots & Half Edges

Comments

Hi Chris, elegant workflow and beautiful result, especially on quads!

Konstantin Magnus

Heyhey, we just added it to the downloads below the post. Cheers :) Mo

Entagma

@entagma_chris, hoping you're well. I'm following up on our short conversation. Respectfully, is there any chance of Entagma sharing the .hip file relevant to the "dog-weave" image associated with this tutorial?

Patrick Schwalbe

Hey, getting the "dog-result" is pretty simple: Just run the Mesh through a quad-remesher before feeding it to this algorithm. Quads will result in a weave-structure, while triangles and other ngons will lead to knots. You can use really large ngons to create holes in a surface.

Entagma_Chris

This tutorial was extremely interesting and elegant. Thank you for providing it! The result of following this tutorial is very different from the preview picture of the two dog models made out of woven fabric. My interest lies in how to achieve the woven dog effect more than the effect resulting from this tutorial. Can I get more info on how to accomplish this? Specifically, the weave in the woven dog example is more composed of perpendicular parallel lines. The results of this tutorial seems more triangular, and randomized. Thank you for any help you could provide.

Patrick Schwalbe

Thanks for the tips! Thought this was going to be way over my head but that was a very concise explanation :)

Austin Wendenburg

Damn you, now I have to rewrite all my VEX! what a very clear, concise and elegant solution, and now I understand hedges, THANK YOU!

Simon Mowbray


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