Grasshopper

algorithmic modeling for Rhino

Hi guys,

 

I have attached the relevant rhino file to this post. Basically I have a branching structure and I need to create a surface around the curves so that they become branches. It would be great if the branches became thicker the more branches join, as in a typical branching structure.

 

I was thinking that some sort of 'marching cubes' algorithm could work but really not sure. The bit I'm having difficulty figuring out is how to get a smooth intersection between surfaces when the branches converge.

 

Any help would be much appreciated!

 

cheers,

 

Phill

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dear systemig,

i'm sure that you can tell me how can i create something similiar
like the possibility in mayas hair-system. i've found something 
for grasshopper, but no satisfactory answer until now.
http://www.grasshopper3d.com/video/rhizomatic-space?xg_source=activity


the project by shampoo illustrate very well,
what i mean with maya hair system.
http://www.shampooo.net/?page_id=4
and
http://www.youtube.com/watch?v=9VsUbInC-Uw&feature=related

look forward to your response.

rassul

I think the Kangaroo bundling should work well enough for that (see in post Phill linked).

the question was too easy! (:

dear phill,

would you explain how you did the curves,
or share your definition?

look at this:

http://www.shampooo.net/?page_id=4

thanks in advance

Hi Rassul,

 

I actually used Processing to create my 'optimal paths'. The workflow is pretty straightforward, I just modelled a ruled geometry in grasshopper (hyperbole of revolution) and then exported it into processing via python which exported all the info as a text file. Processing creates particles and springs where the lines were in grasshopper and then does its attraction, physics thing. From processing you export it as a dxf and import it into rhino.

have you seen this post?......http://www.grasshopper3d.com/forum/topics/grid-deformation-in-respo...

 

yeah the shampoo project from the drl is pretty cool, been using that as a reference myself.

 

cheers,

Phill

 

dear phill,

 

many thanks for the answer and refer.

it sounds interesting what you do...

perhaps even a question:

do you know how a "3d bundling/threads" works?

something like this:

http://spatial-slur.blogspot.com/2011/02/threads.html

 

thanks

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