Grasshopper

algorithmic modeling for Rhino

Well friends,

A fellow user (Brian Willis) recently initiated a thread related with meshes, breps, cats and dogs:

http://www.grasshopper3d.com/forum/topics/maps-best-method-to-conve...

Here's my solution (WIP: without the river) on that matter using 3 C# "components":

The "main" does the job, the second adds topo curves and the third calculates deviations (using a user controllable amount of reduced mesh vertices). The other C# things present are gonna be used(?) for the upcoming trad update (V2).

Test Data ARE NOT internalized , thus load Rhino file first.

PS: demo cases included use a "reasonable" amount of mesh complexity (it's a terrain after all, it's not a Rolex).

PS: avoid imputing meshes with 1Z vertices (not sure if CreatePatch method used can handle such big numbers).

more soon, best Peter

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PS: I could add "automation" in order to avoid the flipped closed Brep situations, but since the river must be flipped (subtract river from terrain == result) ... anyway you have a lot of "panels" advising what to do.

Thank you for the great work, it runs so smooth. However i want to increase the accuracy more than 40, is it possible?

Well ... this is so old/prehistoric that I can't remember a thing (or two). I'll investigate soon (V1 indicates that - quite possibly - there's other builds available [kinda like updates: V2/3/.../666] as well).

I have tried with 80 max but my pc can't handle over 100. Nonetheless, waiting for the V2 release :) 

Hmm ...  some stuff more found on that matter but what they do? why I did them? do they work? are they "better"/worst/"faster"/slower?

Answers: The Lord, Apartment 666, District 9, North Pole

more soon

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