3
$\begingroup$

I'm new to Blender. I'm learning bridge edge loop.

I want to bridge two circle, because the number of verts of the circles is different, there are many triangle face that cause unevenness. I use alt+j to convert Tris to Quads but is works not so well

you can get my file from

I hope this surface doesn't have too many corners like the picture enter image description here

$\endgroup$
4
  • 4
    $\begingroup$ in order to avoid tris you could give the same amount of vertices to both the 2 edge loops, select the bottom one and X > Limited Dissolve with an angle of 13.2 to get 49 vertices, then Ctrl E > bridge edge loops, shade smooth and maybe give it a Subdivision Surface modifier? $\endgroup$
    – moonboots
    Commented Feb 28 at 7:29
  • $\begingroup$ @moonboots wow, thanks, it works vert well. and could you tell me how can you get the angle of 13.2? I want to try to generalize this operation $\endgroup$ Commented Feb 28 at 8:34
  • $\begingroup$ Not sure what you mean, I just tested the angle that would leave 49 vertices and it was 13.2 (in the Operator Box) $\endgroup$
    – moonboots
    Commented Feb 28 at 8:39
  • $\begingroup$ @moonboots because this operation will appear many times and the number of vertices is not the same, so i hope the angle can be calculated so that i can code a python script to do it, Anyway, thank you for your suggestion $\endgroup$ Commented Feb 28 at 8:50

2 Answers 2

4
$\begingroup$

It has the expected limitations of non-adaptive resampling, but, if bridging unmatched profiles is a frequent operation, you might consider adding a simple Geometry Nodes Tool...

enter image description here

.. which resamples your mesh profiles to your given resolution, by converting to a curve, and back again.

In this example file, added as a local tool asset to the Header > Mesh menu:

enter image description here

$\endgroup$
3
$\begingroup$

in order to avoid tris you could give the same amount of vertices to both the 2 edge loops, select the bottom one and X > Limited Dissolve with an angle of 13.2 in the Operator Box to get 49 vertices, then CtrlE > Bridge Edge Loops, shade smooth and maybe give it a Subdivision Surface modifier.

enter image description here

To display the amount of vertices enable Statistics in the Viewport Overlays:

enter image description here

Result:

enter image description here

$\endgroup$

You must log in to answer this question.

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