Tutorial 3: Shaping the Profile Spline
The profile spline in Mesh Sculptor works like the G-code Sculptor, but with a different outcome: instead of generating G-code toolpaths, it defines the radius-over-height sweep that creates the 3D mesh. In this tutorial you will learn how to shape the profile specifically for mesh-based designs, and how it interacts with cross-sections and effects.
What you'll learn
- How the profile spline drives the mesh sweep
- Techniques for creating specific silhouettes
- How profile shape interacts with non-circular cross-sections
- How Total Height and radius values translate to real-world dimensions
- Tips for designing profiles that work well with effects
Prerequisites
- Completion of Mesh Sculptor Tutorials 1 and 2.
- Familiarity with Bézier editing (G-code Sculptor Tutorials 1–4 recommended).
Step 1: The profile as a sweep guide
Step 1
Understand the sweep concept
The profile spline defines a radius at every height. The cross-section shape (circle, polygon, etc.) is scaled to match that radius at each vertical slice, then all slices are connected to form the mesh surface. Think of it like a cookie cutter being pushed through a vertical guide rail.
For a circular cross-section, the radius directly maps to the object width. For polygons and other shapes, the radius defines the circumscribed circle — the polygon fits inside a circle of that radius.
Step 2: Create a bottle profile
Step 2
Build a bottle shape
Set Total Height to 150 mm and create 5 control points:
1. Bottom — radius 35 mm (⌀ 70 mm base)
2. Point at 10 mm (height) — radius 35 mm (straight cylinder base section)
3. Point at 60 mm — radius 35 mm (body continues)
4. Point at 90 mm — radius 15 mm (narrow neck)
5. Top — radius 18 mm (slight rim flare)
Set points 2 and 3 to Sharp mode for a clean cylinder section. Set point 4 to Smooth mode for a flowing shoulder-to-neck transition.
The mesh now shows a bottle shape: straight cylinder walls, smooth shoulder, narrow neck, and slight rim flare.
Step 3: Profile interaction with polygon cross-sections
Step 3
Observe polygon + profile interaction
Switch to a Hexagon cross-section with your bottle profile. Notice:
- The hexagonal shape scales with the radius at every height
- The shoulder section smoothly transitions from large hexagon to small hexagon
- The flat sides of the hexagon remain flat at every height — only their size changes
This is important to understand: the cross-section shape is uniformly scaled at each height, not distorted. A hexagon stays a regular hexagon; it just gets bigger or smaller following the profile spline.
Step 4: Profile interaction with Sine cross-sections
Step 4
Observe Sine + profile interaction
Switch to Sine with 6 Lobes and moderate amplitude. With the bottle profile:
- The lobes are large on the body section (wide radius)
- The lobes shrink on the neck section (narrow radius)
- The transition in the shoulder area shows the lobes gradually reducing in size
This automatic scaling means your cross-section detail is always proportional to the object size.
Step 5: Design for effects — smooth vs textured regions
Effects displace vertices along surface normals. The profile spline affects how effects look:
Step 5
Create effect-friendly regions
Design a profile with distinct zones:
1. A flat, cylindrical section in the middle (constant radius over 40+ mm) — effects like waves and knurling look best on flat, even surfaces.
2. A curved section at top and bottom — effects follow the curvature, creating organic flowing textures.
This zoned approach gives you clear regions for different effects (covered in later tutorials).
Step 6: Extreme profiles — wide vs tall
Step 6
Experiment with proportions
Try two extreme profiles:
1. Wide and short — Total Height 30 mm, radius 60 mm. The mesh looks like a plate or shallow bowl.
2. Tall and narrow — Total Height 200 mm, radius 15 mm. The mesh looks like a column or candlestick.
Notice how the mesh quality distributes differently. Tall, narrow objects may need higher V (vertical) resolution. Wide, short objects need higher U (circumferential) resolution.
Step 7: Inward-curving profiles
Step 7
Create inward curves
Design a profile where the radius decreases toward the top, then increases again (like an hourglass):
1. Bottom — radius 30 mm
2. Middle (50%) — radius 12 mm (narrow waist)
3. Top — radius 30 mm
Set all points to Smooth. The mesh shows a smooth hourglass shape. This works well for decorative objects and will accept effects gracefully because the surface normals change direction at the waist.
Step 8: Using presets as starting points
Step 8
Load a profile preset
Use the Presets dropdown on the profile editor to load a starting shape (Classic Vase, Cone, Funnel, Cylinder). Then customize:
1. Load Classic Vase — modify the belly radius and neck position
2. Load Cone — add a point to create a stepped cone
3. Load Cylinder — the simplest base for seeing effects clearly
Presets replace your current profile but can be undone (Ctrl+Z).
Step 9: Precise dimensions with the table
Step 9
Use the Profile Points table
For objects with specific dimensional requirements:
1. Open the Profile Points table below the canvas
2. Type exact ⌀ mm values for each point
3. Type exact Height mm values for interior points
4. Check the Layer column to verify alignment with slicer layer heights
This gives you a mesh with precisely controlled dimensions.
Outcome
You now know how to shape the profile spline for mesh-based designs:
- The profile defines a radius sweep that scales the cross-section at every height
- Cross-sections scale uniformly — polygons stay regular, sine lobes scale proportionally
- Flat cylindrical zones work best for repeating pattern effects
- Curved zones work best for organic effects
- Use presets for quick starts and the table for precise dimensions
What's Next
Tutorial 4: Quality Settings and Performance — Understand how mesh resolution affects detail, performance, and export quality.