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I use geometry nodes to create a cylinder, deform it with a noise texture and then add the wireframe modifier. What I want to achieve is (given the cylinder is in Z direction)that I have wireframe rings by deleting all the edges in Z direction.

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How can this be done with geometry nodes or the wireframe modifier?

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    $\begingroup$ What's the reason for making a cylinder in the first place? If you need rings, why don't you make only rings in the first place? $\endgroup$ Apr 16 at 13:24
  • $\begingroup$ I stuck to the cylinder, because I knew how to deform it, make it narrow in the end and also bend it (as shown in the render: imgur.com/a/FNivVFA) I don't know how I can achieve the same results with rings. $\endgroup$
    – enats
    Apr 16 at 14:07
  • $\begingroup$ @enats A lot of the effect in your reference depends on occlusion / shadows. Do you want to retain those? $\endgroup$
    – Robin Betts
    Apr 16 at 18:26
  • $\begingroup$ Yes, I want to maintain the occlusion / shadows. $\endgroup$
    – enats
    Apr 17 at 20:07

2 Answers 2

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You can very easily make some rings only instead of the cylinder in the first place:

enter image description here

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Maybe a shader would be a flexible and economical approach to this..

A given curve can be bevelled. shaped, and displaced in Geometry Nodes. ( A Displacement modifier isn't available on a curve)

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The GN group stores the curve's U, 0-1 along its length. That can be used by a material to paint rings around the tunnel:

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The shader includes a few nodes for varying the ring-scale along the length of the tunnel, perhaps to aid forced perspective.

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  • $\begingroup$ Thanks a lot Robin! Can I somehow apply this shader to my existing cylinder I created via geometry nodes? What would be the equivalent attribute like "Spline Parameter" or workflow? $\endgroup$
    – enats
    Apr 17 at 22:08
  • $\begingroup$ Maybe the Z of the cylinder captured before deformation? Hard to be sure.. go ahead and share on blend-exchange.com ? $\endgroup$
    – Robin Betts
    Apr 18 at 0:04

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