algorithmic modeling for Rhino
As the title say, I have a pattern (in this case a hexgrid but could be anything else) and I have a mesh (that I can convert in closed nurbs surface if needed). I'd like to be able to map/morph this pattern in the mesh to obtain something like this:
But as I said I'd like, in the end, to obtain only the curves, not a solid or surface. I don't know how to explain this.. like a wireframe of external surface of my model/mesh consisting in the pattern I've chosen, or in other words wrap a hexgrid around a mesh
Thank you for the help
EDIT:
Like this. This is the best I've done so far. But these are two single surfaces (if I join them I get a polysurface and it won't work) and everything is obtained with map to surface.
But I need something that works on polysurfaces and/or meshes and creates a continuum pattern (if you look closely there's a discontinuity on the pattern in that picture)
Tags:
Do you want to have one continuous mesh from hexes?
I wrapped some components and wrote extensions methods for mesh ngons in Rhino 6 WIP. Will publish soon, but since rhino 6 is not released yet, I believe majority is still using rhino 5.
What you want to do?
Do you want to map some curves on surface or ?
Attach the definition to understand better.
Since you say you work with meshes, are they going to be polygonal (more than 4 vertex per face) or red lines are just extruded edges?
Yeh, because surface mapping component works by remapping from one surface to another, not taking account joints.
And you cannot do anything about it. Surface ir Remapped from one UV coordinate system to another UV, brep or polysurfaces is a collection of surfaces, even you think it is one object, it is not. Also remapping would not take into account trimmed areas.
So you have to be lucky to know a) how many divisions each surface would have because of scalling, you can measure this by edge distance b) keeping consistant number of divisions to match seems. and hope that surfaces in polysurface are not swapped, and you do not have n valence ares. Which is would not work in your last image.
Another option would be to remesh mesh either into quads or trinagles and try to map tiles to those.
On other hand you will not able just to put geometry and remap easily. The best option would be to remodel geometry so that they would be clean.
Other option is instant meshes, you input fucked up mesh and have a good quad mesh I do not know if this is useful here:
https://github.com/wjakob/instant-meshes
And each geometry maybe different. No easy solution here if you have whatever input.
To illustrate your problem you can take a look at the issue of having clean meshes to able to have proper weaving pattern. Do not care about weaving, just look that weaving is continuos it is the same tiling problem:
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