Since there was some confusion over what I was asking yesterday, here is another try. Can someone tell me how to create the object seen below?
I have marked the object I am interested in:
Please note that the inner loop of the object is circular.
Since there was some confusion over what I was asking yesterday, here is another try. Can someone tell me how to create the object seen below?
I have marked the object I am interested in:
Please note that the inner loop of the object is circular.
Edit: I actually realize that your object is probably a monohedron. In that case, create a cube, stretch it on X, loopcut it:
Give it a Simple Deform modifier, keep the Twist mode, choose an angle of 90° on X:
Give it a second Simple Deform modifier, Bend mode, 360° on Z:
Previous answer:
Create a circle, extrude up so that it matches your image:
Cut the inner edge with the knife tool:
Move up the vertices one but one to get the elevation:
Bevel the inner edge:
Result with a Subdivision Surface modifier:
Yay, and here's the totally spaced out Geometry Nodes version!
...just because we all love procedural spaghetti.
In this example, the object is designed to be flexible and can be changed via parameters.
First we create a small spiral here.
Then we need a grid with three rows, whose points we bend in the next step.
The upper and lower rows are adapted to a circle, and the inner row adapts to the positions of the spiral. With this we have our basic shape.
This is extruded/mirrored and the vertices are merged.
Finally, a few vertices are shifted a bit, depending on their proximity to the center.
...Dish up, the noodle soup is ready!
The node group at a glance:
Here is the blend file:
For further processing, it is recommended to simply convert the object into a mesh. Before applying a subdivision modifier, you should set the Mean Crease of the edges to 1.
Nothing terribly complex about it, just break it down.
Start with a circle.
Inset that circle inward and offset its center.
Put a loop cut in between those two. Maybe offset it's center a bit too, to taste.
Rotate this edge loop a bit on the Y and X axis to give it the slant. raise it back up to elevate it above the outer ring.
Add two edge loops and do some careful vert-by-vert adjustment of their proximity to the top edge loop, to give it the fade.
Extrude down the outer edges a bit, Add a Sub-Surface modifier, maybe scale it up a touch in world-space to adjust the height. There ya go.
A bit late, but i decided to finish what i started in your first question in case you or someone else likes it.
If that shape is not plane below, but instead twists like the top, it is a solid mobius strip or a 'mobius ring'. For that case, I did a Geometry Nodes to generate one based on the inner and outer circle:
Before doing the Geometry Nodes, i was trying to imagine a way to get to the ring using the inner and outer circles:
Geometry Nodes:
It may look complicated, but at the end is just getting points from circles and creating the mesh.