Permutation City - Greg Egan
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Service Model - Adrian Tchaikovsky
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Trinity - Leon Uris
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Assassin's Apprentice (Farseer Trilogy, #1) - Robin Hobb
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Blender Geometry Nodes - Woven Mesh Flooring
I have done a few tutorials and reused some Geometry Nodes setups that people have published, but this is the first time I have created a node setup from scratch.
I am creating a spaceship corridor scene from Adrian Tchaikovsky's Final Architecture series and needed some industrial looking flooring. I thought something like this might look ok.
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Rather than modeling this by hand, Geometry Nodes seems like the obvious solution.
The first thing that caught me out a little bit is how to design how the nodes setup would be used. I kind of like nodes that take some simple input geometry and generate the geometry based on that. The obvious input geometry for this thing would have been a plane. I think to do it that way I would have had to do some math to derive the wire mesh based on the size and shape of the input plane geometry. I think that would have been cool, but in the end I chickened out. I basically just throw away the input geometry and use height/width parameters to define how big to make the mesh. It's a bit clumsy, but it works.
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So once I got over my issues with the parameters for the nodes, I needed to get into creating a single wiggly bent wire that the mesh is made of. The top level nodes have created geometry based on the mesh-tile-width that was passed in. This is basically just the width of the square we are going to create.
We take that geometry and divide it up by mesh-bends (using the Resample Curve node). Then we offset at points along the mesh to create the bends (using mesh-height and mesh-offset params to drive the size and frequency of the bends).
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The top level nodes takes two wires (created in the wire node group) and instances them by the number of bends in the wire (mesh-bends) and rotes one of those sets of instances by 90 degrees and then translates them so they overlap.
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So that's a pretty high level summary of what I did, and I imagine there might be better ways to do some of this stuff, but this seemed to work. I was pretty happy with how this looked in my scene:
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