algorithmic modeling for Rhino
A happy accident while implementing the ball pivoting algorithm. By ignoring any vertices that have already been used during each pivot, you can generate some fancy branching patterns.
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It's one big mesh actually. I'm extracting certain faces of the triangulation produced by the ball pivoting algorithm and then handing them over to Weaverbird for some subdivision and smoothing.
Nice! Are those surfaces or lines? Did you try your wooly paths on it?
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