algorithmic modeling for Rhino
I can make a 3D voronoi skeleton facade for a freeform Mesh Solid.
I can make a 3D voronoi skeleton within a Box.
But does anybody knows how to creat a entire 3D voronoi skeleton according to a freeform Mesh Solid???? Because, that's how it really goes in the Nature!
my Try:
step 1) build the facade skeleton with the outlines intersected from Voronoi cells and the skin of skyscraper. then use a some borrowed GH-sets to loft those outlines.
step 2) use some other borrowed GH-sets to loft the whole 3D Voronoi Skeleton. Then bake them. and then use "mesh boolean" in Rhino, to get the inner 3D Skeleton for the Skyscraper.
step 3) combine them, it's not perfect, but not too bad.
This is the result.
Problem: When I try to make the Point cloud more denser, the "mesh boolean" allways failed out. Because those Skeleton-meshs are too komplicated to split.
any ideas??
Thanks!!!
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Just from what I've been able to achieve, I'd go the way of generating curves, lofting, filleting and then maybe turning into a mesh and smoothing?
For example, generate a 3d voronoi, for each cell, extract the edge curves and then you can scale, offset etc to create a 4 or more curves than can then loft into a frame. That's how I did the voronoi things in my profile. With the lofting option you can create looser or more rigid surfaces, then maybe at the get it into a mesh or tsplines and further smooth or edit.
Hey can I ask how you got the external shape in your render - the exoskeleton- and how you were able to manipulate the shape beyond being bounded in just a cube shape?
many thanks
Farah
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