Changelog
v1.0
First release.
What it does
- Finds where polylines cross each other and pushes them apart at the crossings.
- Push direction computed per crossing, perpendicular to both curves.
- Over/Under Pattern: alternating weaves rows and columns like a hatch; by curve order stacks them.
- Push Symmetry splits the separation between the two curves, or moves only one.
- Push Radius is relative to crossing spacing, so one default holds at any curve resolution.
- Push Core widens the full-strength region around each crossing.
What it handles
- Welded rows-and-columns lattices, via Split Shared Points.
- Closed curves, and curves that cross themselves.
- Crossings that land exactly on a vertex, including at curve ends.
- Optional Initial Resample, which also converts NURBS and Bezier input to polylines.
Elsewhere
- Intersection spheres and push weight draw as guide geometry, never in the output stream.
- Optional
deintersectpoint attribute on the output.