recommended : Reshade with Wireframe shaders
rez a Sphere } this technique thrives with more twisty shapes as well
rez a Cylinder >
set to Flexible >
Path Cut :
B : 0.0
E : 0.5
Taper :
x : 0.0
y : -1.0
Hollow :
95.0
enable Wireframe shader
or built-in Wireframe view. } CTRL + SHIFT + R
we will be following an Edge Loop on the Sphere as a placement guide.
find a Horizontal Edge Loop >
Position the Flexi on the Center of an Edge >
Rotate & Scale to match the Edge as close as u can.
either the Concave or Convex side of the prim can face outwards
duplicate Flexi >
Position on the Edge next in the Loop >
flip which way the prim is facing } concave / convex
select both Flexis >
select Sphere >
duplicate & rotate around the rest of Loop
for the other two examples,
some prims would be 3 edges wide, or 2 edges wide. placed on Verts & Edges. prims done this way do require a little more attention.
also, the flexis were rotated to flare.
example parameters ;
Taper/Hole Size ( depending on prim type ) >
x: 0.0
y: 1.0
Hollow >
: maximum
Skew >
: maximum
rez a prim >
set shape to 33->Circle
taper >
x: 2.0
y: 2.0
set shape to Sphere } taper limit w/o exploit is 1.0
sphere >
twist >
b: 360
e: -360
set shape to 33->Circle } twist limit w/o exploit is 180
rez a Cylinder >
toggle Flexible >
taper >
x: 1.0
y: 1.0
duplicate Flexi >
taper >
x: -1.0
y: -1.0
shape the flexi with texturing
example UUID : 30d2e49a-b6d4-59e6-5049-9866f5245686Scale
H: 0.0
V: 0.9 } setting this to a number <1 gives the texture some padding
Offset
H: 0.25 or -0.25 } depending on the prim, u want only the pointy ends visible
V: 0.0
by symmetrically mirroring a prim that has been split in half, a “spliced” prim is made.
prim A prim B
pathcut : 0.0 , 0.5 pathcut : 0.5 , 1.0
twist : 180.0 , 0.0 twist : -180.0 , 0.0
using the Y Taper for Spheres, the shading can be smoothed
dimple can also be applied to cut out harshly shaded topology.
the far right example was twisted 180-180 and hollowed to the max, with undesired faces set to transparent.