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I'm trying to create a solid mesh from a set of planar coordinates. I've tried a bunch of things, but only 2 methods have got me close to the desired result.

Method 1: I tried to add in a quadrilateral curve using 4 points, then converted that to a mesh, but the mesh is edges only, no face - I'd like to continue this method, so if there's a way to fill the mesh that would be great. The FillCurve node only works with Z=0.

Method 2: Create a Grid with 2x2 vertices, then modify the location of each vertex - this worked, but is way too convoluted - an easier method must exist.

The image below shows the two methods.

enter image description here

Any suggestions?

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    $\begingroup$ nope, there is no easier way, except you use animation nodes or something else. But of course you could use the curve thing, if you first create your coordinates in that way, that z=0, then use fill curve and change the "missing" values afterwards or rotate/move/scale it, that your coordinates fit. $\endgroup$
    – Chris
    Commented Oct 22, 2022 at 6:25
  • $\begingroup$ Curve to Mesh with Curve Line and Quadrilateral as profile ...? $\endgroup$
    – quellenform
    Commented Oct 22, 2022 at 8:12
  • $\begingroup$ I Tried this option - the problem is that the coordinates are not orthogonal, so I need to calculate the normal vector for the direction of the Curve Line, and to do that, I need a face, so we're back to the original problem $\endgroup$
    – G.H.
    Commented Oct 22, 2022 at 11:15

1 Answer 1

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Since you could not achieve a solution with Curve to Mesh in your case, the following setup might help you:

enter image description here

Here I create a curve with Quadrilateral, which allows the comfortable definition of the four corner points.

But I use this only as a container from which I transfer the positions to the corner points of a grid.

In the next step I extrude this grid, flip the original face and merge the two resulting objects with Merge by Distance.

If I understood the question correctly, this should be exactly what you are looking for.


(Blender 3.2+)

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  • $\begingroup$ Thanks - that's basically the same as my second attempt, but much neater. The Transfer Attribute and Set Position Nodes make it a lot less complicated! $\endgroup$
    – G.H.
    Commented Oct 24, 2022 at 1:18

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