4
$\begingroup$

In the image below, my goal is to fill the circular structure with a smoothly curved surface that seamlessly integrates with the existing contours. How can I achieve this? enter image description here

$\endgroup$
1
  • $\begingroup$ The problem is, if the existing contour rounds up to a flat plane on Y axis, the filling can either also be flat, or inevitably won't merge well with the existing contour. $\endgroup$ Jul 29, 2023 at 22:58

3 Answers 3

6
$\begingroup$

.. Maybe this is a place for a Cast modifier..

  • Cut the object in half, Z-wise
  • Grid-fill the hole, perhaps with an I inset first to aid the transition of normals, and keep the mesh density nice and even
  • CtrlG assign the vertices in the fill to a new vertex-group:

enter image description here

  • Aim a Cast modifier at the vertex-group, 'Sphere', factor 1, with an 'Object' center, an Empty somewhere on (0,0,Z)
  • Mirror in Z and adjust:

enter image description here

$\endgroup$
5
  • $\begingroup$ Super cool technique!! Thank you! $\endgroup$ Jul 31, 2023 at 3:27
  • $\begingroup$ @NewBlenderer Ooops! I didn't mean to steal your approval from Harry McKenzie 's perfectly good answer! This one was really for the archive, in case someone needed a bit more precision.. a more adjustable operation, at some expense in speed. Thanks all the same :) $\endgroup$
    – Robin Betts
    Jul 31, 2023 at 6:13
  • $\begingroup$ Now can we do this same to Elliptical shape? What should be the topology of the ellipse before i perform this action? $\endgroup$ Jul 31, 2023 at 6:34
  • $\begingroup$ I think you might have to resort to Geometry Nodes, to fill the ellipse procedurally with a grid, without deforming the existing flange (thinner in the long axis ticker in the short axis) $\endgroup$
    – Robin Betts
    Jul 31, 2023 at 8:57
  • 1
    $\begingroup$ Geo Nodes scares the hell out of me $\endgroup$ Jul 31, 2023 at 12:09
4
$\begingroup$

You can also achieve this geometry by using Proportional Editing.

  • Delete the other half of the left over Torus you have
  • Select the top Edge Loop and press F to fill in a face.
  • Press i to Inset Face
  • Hover over the unsubdivided region and press Ctrl+R to add Loop Cuts
  • Use mouse wheel to adjust amount of cuts and click LMB to confirm
  • Select the center most face and set Proportional Edit to Sphere
  • Press 1 or 3 or 7 depending which views the side
  • Press G and align along axis (in your case press X or Z in my case)
  • Then use your mouse wheel to adjust the size of the proportional influence
  • Then apply a Mirror Modifier and optionally a Subdivision Surface Modifier

enter image description here

$\endgroup$
3
$\begingroup$

Default torus, add geonodes:

Apply. Select all vertices, add to a vertex group, select the big circular ngons (both!), inset once, remove the vertices from the vertex group, and inset a few more times, at the end you may want to get rid of ngons by S, ⬆ ShiftZ, 0, then get rid of doubles AMB:

Go to Weight Paint mode, and in menu "Weights" choose "Smooth", factor: 1, iterations: 2.

Add a cloth modifier:

$\endgroup$
1
  • $\begingroup$ This is a clever way though! $\endgroup$ Jul 30, 2023 at 3:14

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .