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What are you working on that you could use more info about? I’d love to hear about it and see what kind of videos I can produce to help!

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Gary

I'm working on nodevember stuff at the moment, bit honestly between you and Erin I've learned enough that everything I want to try I can usually figure out pretty quickly. Either that or refresh my memory by skimming through one of your videos.

Gary

Oh actually one thing I did get stuck on was how to transfer an attribute from a meshed curve to a remeshed surface based on that curve (using mesh to volume then volume to mesh) so I could use it in a shader.

Steve Howard

Hi Johnny - I've been working on hard surface modeling of ships (surface ships & submarines) and a frequent problem I have is how to create a smooth surface from 3 close-connected bezier profile curves. I have the Curves-to-Mesh add-on but it only works well with 4 reasonably juxtaposed curves. I've tried splitting one of the 3 curves to artificially make 4 curves but that doesn't work either. Any ideas?

Steve Howard

Hi Johnny - The newest video does not really speak to the issue but is extremely useful for some other portions of my projects. Also provides fantastic insight into Geometry Nodes for those of us still learning how to create them. The issue I was trying to describe to you above is creating a surface from three open-ended curves whose endpoints are connected such that each curve is connected to the other 2 (one at each end). A simple example of this would be a quarter UV Sphere with one curve along the x axis, one curve along the y axis and one curve along the x-y plane. I don't need 100% quads as this technique will result in a edges converging at one of the curve endpoints (and tri's that go along with it). My project requires curves that are much complicated than the example and cannot be achieved by proportional scaling of a UV Sphere.