algorithmic modeling for Rhino
hi thereGH%20clean.gh
i am ashamed to say i have something that seem sot me to be quite trivial, and having learnt a bit of grasshopper in the past and always find my way through basic things, this issue is almost a little nerving.
the structure is a simple subdivided surface, and the pattern is a triangular grid - the surface population looks good, but what i am trying to do is have the triangles increase in number and decrease in size as they near the ear - yet remain rigid in shape and also scale down in size accordingly - a bit like what i imagine hoopsnake would do, only in more of a gradient style.
unfortuantely i have hit a brick wall - can anyone suggest anything - any tutorials i may have over looked, another approach perhaps... any help would be greatly appreciated
thank you, and a happy easter to those celebrating
eva
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Hello Eva,
It doesn't sound like a trivial question to me at all.
I can't test your definition since the initial surface is missing but your description of the problem leads me to think about meshes and not surfaces, and it actually reminded me of this discussion. Don't know if it could be of any help but its worth a read.
thank you nikos, i had a look at the links, i am going to give it a bash today... but it looks more like what i need than anything i have seen so far.
you could also subdivide the surface/mesh using proximity point or curve attractor. mesh+ plugin has attractor based subdivision components. you might wanna take a look at it too.
cheers
alex
thank you alex, i will give this a look too.
In the meantime, uploading the rhino file with the surface could help people help you :)
i have had a good look at the def Daniel posted on your above mention, it really is more like what i am looking for thank you. i will upload the surface, it is really nothing complicated.
kangaroo is just giving me trouble on install, so i am busy looking through the kangaroo troubleshooting threads... no luck yet on trying out the defs.
Hi Eva
Just spotted that one (Note: SandBox is required for the auxiliary third C#, install it first):
Here's my take on that matter (NOTE: I would strongly suggest to work with points rather than meshes or surfaces on this: it's the nature/topology of your design that dictates that approach):
This C# only (as usual) collection of scripts works in 2 phases:
Phase A: Gets points in 3d space (NOT internalized in order to alter them manually) and creates a mesh. Depending of your search distance (actually: radius) the mesh is variable. If you bypass phase A (feed the 2nd C# with some other mesh of yours) then the mesh is triangulated automatically.
Phase B: Gets the mesh and creates your "tri-breps" in a DataTree where first dimension branches are indexed as the mesh faces (Note: "tri-breps" are not joined to a closed brep for speed).
PS: An auxiliary 3rd C# gives you an indication about the size of mesh edges in order to enter proper offset (where offset means offset of the tri-mesh edges) values.
PS: If you overdone with values > faces are excluded (and the equivalent tri-breps are NOT created):
PS: if you enter possible/doable offsets > all faces play ball:
thank you Peter. I am taking into account everyones input... the design proposal will have to be submitted now - but i will still come back to this and try it out and see what kind of a result i get from each separate approach.
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