Anyway, don't even peek at the geometry nodes of #SurfacePsycho add-on, it might give you a headache, and you risk not finding your way out! That's how it is for every #NURBS surface, it's packed with nodes and math. It's mind-blowing to think that everything was built using geometry nodes. #b3d #Blender3D #CAD #STEP #IGES

@pafurijaz Is a bit of a mess addon, developed with a huge lack of documentation.

This is one of the posts that shows a bit how it works:

https://blenderartists.org/t/surfacepsycho-addon-project/1487629/28

And those nodes @pafurijaz showed, were an unroll of several repeat zones, that according to Romain improved performance.

SurfacePsycho Addon Project

Quick tutorial SurfacePsycho works by adding modifiers to mesh grids The modifiers are stored as assets, so add the path with the addon preferences You should see this : The modifier stack is decomposed in 3 parts : 1 : The control grid deformers 2 : The Patch meshing (converts the grid to the patch) 3 : Others (mirror and combs for the moment) The most useful deformers are already in when you add a patch with shift+A They are Continuities, to connect patches, and Trim 4 sid...

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