Grasshopper

algorithmic modeling for Rhino

Dear Grasshopper experts,

I am quite new of grasshopper and I am trying to get a precise result with it. I am searching since days all over the blog and the net but, even if I found many interesting cues, I am not yet near to find the solution.

I would like to get an honeycomb similar to a bitruncated cubic honeycomb but not regular, made out from irregular polyhedra. I was inspired by few images saw in an article about foam structures. Since than I tryed to rebuild the same kind of result, yet I was only able to create a 3d voronoi diagram from a random cloud of point randomly generated with the populate 3d component. It would be great if I could set a minimum allowed distance between the points, so that I would gain an optimal result. I think that it could give far better results. In the way I did I got indeed few polyhedra which have too small faces, and I'd like to avoid it.

I tried to solve the problem in many ways and following so many tutorial that I am almost going crazy.

I hope to find here a charitable man that would avoid me to get mad with this problem. Basically I would like to reconstruct the structure of the foam so as it is in the file I attach. In the second file is reported also a comparation with the voronoi structure. Sorry for the low quality of the images...

Thanks to the all community to share so much of your expertise.

Cheers

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Replies to This Discussion

You could start with a regular 3d grid of points for your 3d Voronoi and move each point by a small, random amount to give the irregularity without, hopefully, creating small cells.

Or another approach would be to remove small lines from the 3d voronoi. We have recently been doing this on 2d Voronoi and a similar approach might work for 3d.

If the end result you seek is just the 3d voronoi cells then all good. If you actually want a foam structure where the edges of the cells become solid and the cells themselves are holes in the foam then you could look to use the Exoskeleton plugin to thicken the cell edges (remove duplicate lines first) or the Cocoon plugin.

Recent Discussion on removing short lines from 2d Voronoi

Another Discussion

This def creates a 3d voronoi and removes lines shorter than the value set on the slider.

It loses the voronoi cells though... they end up as just lines.

Once you are happy with the structure, connect the lines to the Topologiser to get an Exoskeleton mesh of the structure.

You will need to install the Exoskeleton plugin!

Attachments:

As Martyn said, do a regular grid that forms the truncated cube and move randomly those points. See attached.

Attachments:

Thanks Martyn and Daniel. You were both super fast!

Daniel's solution appear to be closer to my aims. It is exactely what I was looking for. Still not everything in the formula is clear. I thought that by moving the x, y and z sliders of the box arrey I would have gained more polyhedra. Though something different and unaspected happen. My aim would be to have the possibility to increase the number of the polyhedra on the x, y and z directions in the simpliest possible way.

Thanks again,

Silvio

Right in the middle of that definition is a data dam component. when you change anything on the left of the dam the right hand side of the dam will not update until you click the arrow on the data dam.

So change your sliders and then click the dam!

Now I see! It work just perfectly.

Thank you guys so much for the exquisite help!

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