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so I'm making this basket model, I modeled the main body of the object but I'm not sure how to model the bottom part. I'm trying to find a way using array modifier to place this mesh into rings that goes from large sizes to small sizes but I'm not sure how. of course it's not necessary to use array modifier.a

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  • $\begingroup$ It's unclear if you want to achieve something like shown in your screenshot where the rings simply increase in scale (which is easily done with an Array modifier) or something like shown in the answer by @joshsanfelici where the rings increase in diameter but does not get thicker by the same factor, which needs a more complex Geometry Nodes setup he provides. $\endgroup$ Commented Jan 19 at 11:21
  • $\begingroup$ If you don't want to use geonodes, use the Fill Type > Fit Curve of the Array modifier then duplicate the curve + object and scale down the curve $\endgroup$ Commented Jan 19 at 13:22

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Geometry nodes are good for this kind of task:

I created a curve line to shape the basket interactively, then added to it a geometry nodes modifier which resamples the curve to set the number of repetitions, measure the distance of every point from an empty and use this measure to set the scale of every instance, then set all X and Y loc to zero and Z loc equal to the Z loc of the points.

The power math node let the scale vary more as distance increases, play with Map Range values and resample number to get the desired amount and density.

Check that your main body probably has an inner face to be deleted.

enter image description here

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