algorithmic modeling for Rhino
Hello everyone!
I have a 3d voronoi geometry with perforated surfaces that I created by exploding and manipulating the voronoi cells. All cells are different, consequently the lists for each component are different, i.e., the face count for all the cells all vary. since I had to manipulate the geometry a couple of times after exploding the cells in order to have usable data to produce the perforated surfaces (same as faces), at the end I've got a single list of items as opposed to a tree. This will complicate things in fabrication. So, I need to generate the same irregular tree that I had originally out of this long list.
After trying out a few things, I've realized that I hit a wall...
Any ideas?
Here is the definition if it helps...
Cheers!
Diego
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I don't have time to look at the file directly, but I can give you a general, and probably disappointing, answer. Basically, don't flatten your branches that contain the cells if, later on, you want to use the data structure. You shouldn't need to flatten the trees after exploding the cells. Keep the branches intact and add the perforations.
There are probably a few tricky ways to reconstruct the proper data trees but, in my experience, they are often more trouble that just figuring out how not to delete them in the first place.
Just to add to that: there's a really useful component called ShiftPath, that basically does flattent the last branching level while keeping the rest of the tree intact. You could do the same with a PathMapper. So mostly if you feel you need to flatten a structure, just shift the path.
... and thanks to you as well Hannes!!!
Thanks Andrew! disappointing indeed... will continue exploring the voronoi 3d component since this really was my first time using it.
cheers!
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