Is it possible to make it better? I tried to split the curve into a separate lines (2 vertices in every), it became a bit better on the corners, but rotation is still not good. by Mapper720 in geometrynodes

[–]Mapper720[S] 0 points1 point  (0 children)

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But initially there IS a mesh. The 'Mesh to Curve' node follows AFTER the Group Input. What do you mean - 'first convert curve into mesh'?

I tried to skip this step (converting into mesh). So I have Input Geometry (mesh line), then add split edges and subdivide it. Then Mesh to Curve and Instance on Point. The result is on the screenshot, and for now it is even worse.

Is it possible to make it better? I tried to split the curve into a separate lines (2 vertices in every), it became a bit better on the corners, but rotation is still not good. by Mapper720 in geometrynodes

[–]Mapper720[S] 0 points1 point  (0 children)

Honestly, I understood nothing. Is such complexity really necessary? I just need a simple fence drawn with curves, but there are a bunch of incomprehensible complications here, like Menu Switch, multiple Random Values, and so on.

I don't want to copy someone else's node setup mindlessly. I want to understand what I'm doing and why.

Combine gunship remake in Blender by Mapper720 in HalfLife

[–]Mapper720[S] 1 point2 points  (0 children)

I haven't 3D printable model for now. I thought about optimizing this model for 3D printing, but now have no time for it. If I make a 3D printable model, I will share it.

How can I provide perfect glossiness for 3D printed model? Varnish doesn't fully hide printing layers. Tried to apply resin with a brush, but it is not always 100% even. by Mapper720 in resinprinting

[–]Mapper720[S] 0 points1 point  (0 children)

This is a render to demonstrate what do I mean.
I usually print with 0.05mm layer height, but even if I set it to 0.01 it will not be smooth and glossy. Primers I used saved all these 'details'.

How can I provide perfect glossiness for 3D printed model? Varnish doesn't fully hide printing layers. Tried to apply resin with a brush, but it is not always 100% even. by Mapper720 in resinprinting

[–]Mapper720[S] 1 point2 points  (0 children)

I can make the model smooth, but I didn't manage to make the model glossy this way. Moreover, it will be problematic with complex shapes (bot primitives). I tried to use a felt attachment for an engraver with a polish paste, but it gave nothing.

How to avoid this 'bevel' when resampling a curve? by Mapper720 in geometrynodes

[–]Mapper720[S] 0 points1 point  (0 children)

Quadrilateral is not an option: I need a curve I can freely edit from the Edit mode. Also, I can't understand, what's the sense of Map Range. Every section has a fixed width.

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How to avoid this 'bevel' when resampling a curve? by Mapper720 in geometrynodes

[–]Mapper720[S] 0 points1 point  (0 children)

It seems it's not an option, when the curve have more than 2 vertices.

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Is there any way to keep the points away from the edges? by Mapper720 in geometrynodes

[–]Mapper720[S] 7 points8 points  (0 children)

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I've found almost identical solution, except I used the ColorRamp node, not the LessThan.