Grasshopper

algorithmic modeling for Rhino

Failing to Create a fractal tetrahedra as a solid

Hello,

I am following an online tutorial on creating a fractal tetrahedra with grasshopper by creating a polygon and extruding surfaces to a Z point (through an expression) to create a brep, after capping the brep, debreping it and scaling the brep into four smaller fractions at each vertice, and using the solid trim component to trim the vertices, the result is not a trimmed solid, but i think a set of polysurfaces. I intended to have a solid or a closed set of poly surfaces. I am not sure where I might have gone wrong, would be thrilled if someone could take a look at it!


Cheers,

Andy

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Hi Andy, I try using another CapHoles component after the TrimSolid.

Edit: maybe use SolidDifference instead of TrimSolid.

Hi Pieter, it didnt seem to work. Because what i was trying was to do a recurrsion process, where the scaled brep is scaled and trimmed again. Hence having two trims. I will attach an image just to be more clear. The problem was that I was trying to get a result as a closed block, not cut surfaces.

Trimming and/or boolean intersections are heavy functions.

Just use scale.

Iterative method with anemone plug-in.

Generic method work with any brep, just avoid anything bigger than a tetrahedra XD

My GH freeze for minutes just with 2 cycles on a icosahedron.

With cube, use scale factor lower than 0.5 , as 90° split space at half and 0.5 will keep space filled :D

Warning! Heavy!

You set wrong just by 1 cycle 1 time and you have to restart rhino/gh or wait a month XD.

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Hey Riccardo,

thanks for introducing another fun component to me, had a play around with it. It does take a while sometimes but lucky i haven't messed it up to freeze.


cheers buddy!

News!

Making GH work "manually" but iteratively, is still heavy.

Stuff like "do the same thing again and again" work better if inside the loop there isn't something heavy like creating new brep and/or debrep to get vertices.

We can work just with transformation data [X]!

(never had a chance use transformation data object before, this is a good "test")

In every loop cycle here I've combined each transformation data with first/old one.

At the end, for a lighter computation (i think), I've used those transformation datas just to transform center points, to have the lightest possible solution (transforming a point means only "move" the point).

And finally moved a correctly scaled (original scale factor ^ total number of cycles) brep to every point.

This could be easily an order of magnitude faster than old method, and depending of base/exponent (number of vertices / number of cycles) more or less... but never slower!

After computed points (only after) enable vector component at end, and wait for move component(last one) to work...

If you have 10000 points("light" stuff) move component will have to create 10000 new breps! (heavy)... so... wait :D

Do not make anemone work while vector component enabled!

Or you'll get slower computation / crash.

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Hey riccardo,

Thanks once again, I haven't yet tried to understand your script here because it's taking its time, yes i forgot to turn off vector before i plugged in icosahedron. from reading your detailed explanation i think i understand what you have done.

i will keep experimenting thanks!

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