Step 1 is to find any too to make "adaptive isotropic remesh"
Of your surface. GEEK-SPEAK ... but is needed for best result.
Basically ... you need to triangulate your mesh in a nice way that can produce
a nice DUAL voronoi. Currently manifoldlab does not help you with that
starting mesh. Sorry to tell you that.
Where I left off ...
Was that in order to get a VORONOI foamy version of your somewhat arbitrary model ....
1) You have to do the adaptive isotropic remesh of surface.
2) Tet the entire thing asking tetgen to obey the surface mesh
(don't divide the surface ... just interior)
3) Use these tets as "SITES" for QHULL.
4) take SPIKEY output from (3) and use CarveCSG to trim the spikes to original mesh.
Truth be told ... the general case application implied above has evolved into something that needs to be documented in a PDF ... and something that has not been tested on Mac yet ... and would probably require some work to get going on a Mac.
So ... ManifoldLab does help with all these steps ... but it makes not attempt to document them or role them into an easy to use macro. And is usually done first on Windows platforms.
I went hunting in my video playlists to try to find the last best video that could show many of the steps.
Bottom line ... very easy to forget the scope of what commands are needed.
Some people have "leap-frogged me" in terms of getting lemonade out of these lemons ... but very few. You have to pick a version of mlab and stick with it ... or have a very open dialog with me and some patience.
Of your surface. GEEK-SPEAK ... but is needed for best result.
Basically ... you need to triangulate your mesh in a nice way that can produce
a nice DUAL voronoi. Currently manifoldlab does not help you with that
starting mesh. Sorry to tell you that.
Where I left off ...
Was that in order to get a VORONOI foamy version of your somewhat arbitrary model ....
1) You have to do the adaptive isotropic remesh of surface.
2) Tet the entire thing asking tetgen to obey the surface mesh
(don't divide the surface ... just interior)
3) Use these tets as "SITES" for QHULL.
4) take SPIKEY output from (3) and use CarveCSG to trim the spikes to original mesh.
Truth be told ... the general case application implied above has evolved into something that needs to be documented in a PDF ... and something that has not been tested on Mac yet ... and would probably require some work to get going on a Mac.
So ... ManifoldLab does help with all these steps ... but it makes not attempt to document them or role them into an easy to use macro. And is usually done first on Windows platforms.
I went hunting in my video playlists to try to find the last best video that could show many of the steps.
Bottom line ... very easy to forget the scope of what commands are needed.
Some people have "leap-frogged me" in terms of getting lemonade out of these lemons ... but very few. You have to pick a version of mlab and stick with it ... or have a very open dialog with me and some patience.