I used the tissue modifier to make this but the mesh needs to be thicker and bigger at the end points, like this:
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https://blender.stackexchange.com/questions/58959/how-to-model-braided-nylon-sleeve – Duarte Farrajota Ramos Feb 10 '23 at 11:35
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@DuarteFarrajotaRamos Did you look at my source image? Will try this and get back to you. – 4-K Feb 10 '23 at 16:24
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Do you mean this sort of clumping/thickening? https://imgur.com/a/LWOlu6z My method for this is a bit scraggly atm, but could be simplified enough to be an answer.. – Robin Betts Feb 11 '23 at 17:34
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@RobinBetts yes! much better – 4-K Feb 12 '23 at 18:46
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@RobinBetts Please share the method if possible. – 4-K Feb 13 '23 at 10:30
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@4-K coming up.... OK. But the method in my answer is flawed. Ratios are clamped by being on a vertex-group. That needs a fix, sampling 'Nearest' in GN on an attribute instead of relying on Tissue to pass the value in a vertex-group. But this is a start, and you're in a hurry. I'll fix the answer when I can, soon. – Robin Betts Feb 13 '23 at 11:19
1 Answers
The hosiery on the bulb is thinner on the swollen area because it is stretched. One approach to simulating this would be start off with a base-tube, and stretch it ourselves:
This can be proportionally edited as a shape-key, or just on a duplicate.
Once made, the stretched version can be compared to the base version with a GN group, storing the ratio of lengths into a vertex-group:
(In the end, here, the attribute has to interpolated onto points, not edges, which isn't perfect. But that's why it's OK to stash onto a pre-existing vertex-group, which can be directly used by the Tissue tesselation)
A weight-map on the bulb results:
When you tesselate using the Tissue add-on, you can ask for the vertex-group to be mapped to the tesselation. This method tesselates a tileable mesh-line, without thickness:
Then uses a GN modifier on the tesselation to generate thickness, guided by the mapped vertex-group. Ideally, as a band is stretched, to preserve volume, the cross-sectional area varies as 1 / length, and its radius varies as the square root of that:
The result is subtle, but you could fudge the square-root to another Power to exaggerate it.
This is the sort of result:
I'm not that fond of the workflow.. it has destructive steps. You could do both the stretching and the tessellation inside GN to improve it, but that's another question.
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