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 deintersect point attribute on the output.