I would like to loft between 2 circles to make a mesh/faces connecting smaller circle to larger circle, how could I do that?
EDIT:
To clarify: what is the reason behind this? / What is my end goal? I'd like to recreate generalized truchet tile types in 3D parametrically:
Here they are done in 2D parametrically: https://observablehq.com/@osteele/truchet-tile-generation
My approach so far is:
- This seems like a complex problem for me, and I have no way of gauging the difficulty of it. People might yell at me if I just ask "how do I recreate these in 3D?" about "what work have you done?"
- I'm going to split it up into sub-questions then ask those and try to piece it back together again
- The first approach which seems like it would be less cumbersome is not to re-create the algorithm but to create something on top of the 2D parametric designs. I take them in as SVG, create 'fake' cross-sections (circles become spheres, and other rounded shapes become 3D in the same way).
- As part of that end goal, the first thing I need to figure out is how to loft between circles (or just shapes of any kind) a la: Lofting between edges
- Why? So that I can create cross-sections parametrically from an input SVG file, and then given those cross sections, loft between them.
- That is just one approach, but obviously ideally I would like to recreate the entire algorithm in geo nodes in 3D, but I have no clue how to do it.
EDIT: To make what I mean even clearer:
Here's a 3D model approximation of what I want. Note: I don't want to replicate truchet tiles, I want to replicate truchet tile types.
I took this image:
And I modeled half of it very poorly here:
I say I modeled "half" of it because I would want to do that same curved-cylinder like shape for the white curved lines as well, and the botttom black curved line as well.
Here's what it looks like from the side:
Here's what it looks like from on top:
I would want the black and white shapes to be different meshes because I want to assign different materials to both.