algorithmic modeling for Rhino
Hi Everyone,
I'm looking for a way to simplify a mesh so that the amount of faces are sigificantly reduced.
At the moment ive got the frame of my "building" and I want to create a facade around it similar to the picture below (without the slats.) The mesh was crreated in grasshopper and I've tried a variety of things including Weaverbird ect. but nothing seems to give me the result I'm after!
Ideally im looking for 2/3 intersections of these planes within the space between the "framework". I've attached the rhino file so hopefully thats useful! I kmow this is quite similar to a previous discussion but I also ran though the steps guided in there to no success :(
Screenshots below:
Tags:
Kangaroo MeshMachine?
Try the attached (not panacea [and slow] ... but works in some occasions).
Hi Peter, that seems to be working! thanks :)
- Just a quick question - any idea how to distort the mesh further towards the centre of the brep? I cant find the "point attractor" version for a mesh!
Well... I have a variety of (the usual) freaky things (the black C# boxes you know) that do freaky things on meshes. In particular 2 sorts of defs come in mind for your case:
I'll post something as soon as I can find it.
Thanks Peter,
Yeah the overall effect im after is to really pull all points of the mesh towards the centre in order to get a bit more variation in some of the not so interesting parts of the facade!
Thanks again :) H
Found something but I must remove some sensitive (internal) stuff AND deal with a "smallish" issue that I had plans to fix but never did it (I hate meshes AND Iceberg type of stuff AND random stuff AND computers).
The issue has to do with handling Mesh collections out of the Mesh.SplitDisjointPieces() Method. Meaning that depending on the cull Method (in order to "clean" a Delauney mesh and restrict it within a given region) ... you may get one mesh instead of a List of disjointed Meshes. It's a ultra boring matter of changing the Data Trees in a rather complex C# and other equally boring things.
See what it does (the Iceberg option ... makes "higher" random points the more they are further "inside" the region. There's a Vodka option as well that flips results (meshes or breps, solids or "sheets") randomly.
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