Advanced Setups 05 – Knots & Half Edges by Christopher Kopic 26.08.2021 comments 5 Part of: Advanced Setups Advanced Setups Advanced, Geometry, Geometry Processing, Half Edges, Hedges, Knots, VEX, weave To view this content, you must be a member of Entagma's Patreon at $29 or more Unlock with Patreon
This is so clever! Well done!
I never saw the hedge() functions, pretty nice! Also I would like to ask: how can I build the shader used on the render at the start? Can someone enlighten me?
Sure thing! For the most part, just follow Mo’s Rope Typography tut. That’s pretty much what I did here. The only thing I did different is using a rope displacement texture instead of building the individual strands, like Mo did. And I squashed this texture in one direction to get this “shoelace” sort of look.
Worked like a charm so far! I’m getting some troubles with the path deform, some parts is getting kinda straight but pretty fixable, thanks a lot for the tips!!
Thanks for the tutorial!
Small tip: When writing for loops, anything in the condition is executed every step.
So `len(pointvertices)` could be relatively expensive depending on how pointvertices works under the hood.
A best practice would be to instantiate a variable `int len_verts` before the loop unless you expect the number to change.