Irregular Surface to Solid Group
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You can also use drape and Fredo's Curviloft to create that skirt.
First drape the perimeters of your terrain onto a flat plane:
Next select the topo above and the draped shape below
Set the curviloft settings
After some clean-up (and moving the ungrouped top and bottom surfaces inside the curvilofted group) you get a nice solid.
True that my topo has a rectangular outline here but it should work with any shape... -
Another cool solution!
The Joint Push Pull by Fredo 6Color by the fabulous Color by Z by Chris Fullmer!
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Using solid tools for terrain modification. Never thought of that.... Interesting idea.
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Thank you all for the creative solutions! sdmitch's solution for any mesh worked great. These others have me loading up on additional plugins.
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Can you share the Sdmitch solution ?
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Hi folks.
I did that a while ago for someone who asked the same question. See this SU file for ideas.
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@unknownuser said:
Can you share the Sdmitch solution ?
The version on my blog does not require a GE terrain patch.
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Alas the Drape method (Thx Jean for the V6 don't work at any time without very big cleaning!
JPP vector yes!
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Hi Pilou, hi folks.
Try smoothing all the surface before draping to get only the contour instead of zillions of edges and faces.
Just ideas.
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Zillions ?
I have 323 entities for the surface and less 80 segments as perimeter!But Ok with Smooth at the maximum I obtain just one edge alone to close by hand
(not a big deal - the only difficulty is to find it! )But this will be the same with a bigger surface more sinuous on the edges?
Here I have 2 big straigth lines edges with only 2 arc circles toward inner!If I have 100 edges to close ?
And after with your method i must make several intersections (just one Push Pull for natural intersection is not sufficient (but not a big deal again
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Another way.
I also thought there was no need to act on all the faces. Here is a complex model. Skirt made with TIG's extrude-edges-by-vector-to-object EEbyVTO. Only problem I have trouble getting all the edges to go all the way to the face (I wonder if there's a lack of technique on my part). So I then pull the face up and intersect with model. (This method seems to choke on an even more complex model, but it might work.)
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