9
$\begingroup$

I would like to create a Genus 3 Surface (i.e. a "triple torus") like this one:

Text

Ideally, its topology should be fairly decent (unlike the one in the picture) and I'd rather not make this surface out of the connected sum of three separate tori. Is there an easy way to do this?

$\endgroup$

3 Answers 3

16
$\begingroup$

Here is a way to do it, create a torus, make it as simple as possible, like 16x8 vertices, move it away from its origin on Y or X axis in Edit mode, duplicate and rotate 120° twice with the 3D cursor as axis of rotation, cut a hole on each one:

enter image description here

CtrlE > Bridge Edge Loops between these vertices:

enter image description here

Do the same all around, continue to fill the faces until you get that:

enter image description here

Create an edge loop around each bridge:

enter image description here

Merge these 3 inner vertices at center:

enter image description here

Scale these edge loops except on Z:

enter image description here

Result with a Subdivision Surface modifier and Shade Smooth:

enter image description here

$\endgroup$
1
  • 4
    $\begingroup$ R + Z for stress relief $\endgroup$ Commented Sep 1, 2023 at 3:33
9
$\begingroup$

If you are a person who likes to start from top view in 2D, you can try this method starting with a circle with 8 vertices, inset, remove face, add Loop Cut, and duplicate it 2 times around the 3D Cursor by 120 degrees.

enter image description here

Then select the outer edge loops and inner circle edge loops for the top and the bottom of the geometry, and press Alt+S to uniformly scale it to approximate the Torus shape.

enter image description here

Final result with Subdivision Surface Modifier and Shade Smooth.

enter image description here

$\endgroup$
5
$\begingroup$

Without creating anything too complicated, you can run this script and with a little mesh cleanup you can get something close. Make it in a new scene because it will remove everything in the scene.

Thing

import bpy

def create_genus_3_surface():
    # Clear existing mesh objects
    bpy.ops.object.select_all(action='DESELECT')
    bpy.ops.object.select_by_type(type='MESH')
    bpy.ops.object.delete()
    
    # Create first torus
    bpy.ops.mesh.primitive_torus_add(
        align='WORLD', location=(0, 0, 0),
        rotation=(0, 0, 0), 
        major_radius=2, minor_radius=0.5
    )
    torus1 = bpy.context.object
    
    # Create second torus
    bpy.ops.mesh.primitive_torus_add(
        align='WORLD', location=(4, 0, 0),
        rotation=(0, 0, 0), 
        major_radius=2, minor_radius=0.5
    )
    torus2 = bpy.context.object

    # Create third torus
    bpy.ops.mesh.primitive_torus_add(
        align='WORLD', location=(2, 4, 0),
        rotation=(0, 0, 0),
        major_radius=2, minor_radius=0.5
    )
    torus3 = bpy.context.object

    # Use boolean modifiers to merge the tori
    torus1.modifiers.new(name="BooleanTorus2", type='BOOLEAN')
    torus1.modifiers["BooleanTorus2"].operation = 'UNION'
    torus1.modifiers["BooleanTorus2"].object = torus2
    bpy.ops.object.modifier_apply({"object": torus1}, modifier="BooleanTorus2")
    
    torus1.modifiers.new(name="BooleanTorus3", type='BOOLEAN')
    torus1.modifiers["BooleanTorus3"].operation = 'UNION'
    torus1.modifiers["BooleanTorus3"].object = torus3
    bpy.ops.object.modifier_apply({"object": torus1}, modifier="BooleanTorus3")

    # Delete the original second and third tori
    bpy.ops.object.select_all(action='DESELECT')
    torus2.select_set(True)
    torus3.select_set(True)
    bpy.ops.object.delete()

    # Apply a smooth shading to the final object
    bpy.ops.object.select_all(action='DESELECT')
    torus1.select_set(True)
    bpy.ops.object.shade_smooth()

    # Optionally, add a subdivision surface modifier to further smooth the result
    torus1.modifiers.new(name="Subdivision", type='SUBSURF')
    torus1.modifiers["Subdivision"].levels = 2
    torus1.modifiers["Subdivision"].render_levels = 2

# Call the function
create_genus_3_surface()
$\endgroup$
2
  • $\begingroup$ This is a nice interesting answer, however I decided to accept moonbots' answer since it doesn't require scripts which sadly I'm not too familiar with (I'm still learning the basics of Blender). But I appreciate it and will come back to this answer when I'm ready $\endgroup$
    – worben
    Commented Aug 31, 2023 at 18:51
  • $\begingroup$ This might work but the resulting topology from boolean operations is going to create shading artifacts. $\endgroup$
    – Harry McKenzie
    Commented Sep 1, 2023 at 5:21

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .