Grasshopper

algorithmic modeling for Rhino

Dear all,

 

I am a first year m.Arch student at Rice, trying to complete a GH assignment.  I am basically trying to do something like this : http://www.rhinoscript.org/gallery/23.  The description for the image from the link states that the model was created using "interactive control points on a bunch of splines that are interactively generated and draped over a surface."  I basically just want to create a script in which I can create multiple iterations of a surface composed of curves.  However, unlike the image above in which manipulations are occuring only in the z axis, I would like to be able to manipulate them in the x and y direction as well, as in the office dA project for the Korea Biennial (pictured below). I want to have the ability to orient the lines to be both completely parallel while also having the opportunity for them to bundle tightly as well.  If anyone has an idea how to tackle this, please let me know!

Thanks and all the best,

Louie

 

Also, I am working from GH .6.0059 if that is any help.

 

Views: 295

Replies to This Discussion

Hmmm... In this case I wouldn't think about generating splines by themselves, but rather generating a surface which you can then divide into curves. The image you linked also looks like they thought of it more as a surface than as a collection of curves.

Some basic ideas for creating curves from a surface: (Plane)Intersections, Geodesic Curves, Isocurves, etc...

Isocurves would be closest at points with varying curvature, geodesic curves always take the shortest path on the surface - or you could create planes at different intervals and have them intersect the surface. If the planes have the same orientations, then the intersections will be parallel.

 

Just some fast ideas...!


Regards,

 

Johannes

 

Edit: Of course you can't "divide" a surface into curves - but rather generate curves out of a surface... Bad choice of words on my part

Here's something to start with (0.80003).  Hopefully it will open in 0.60059.  Keep in mind that it's just an attempt to put some 'physicality' to the problem. 

 

Chris

Attachments:

RSS

About

Translate

Search

Photos

  • Add Photos
  • View All

Videos

  • Add Videos
  • View All

© 2024   Created by Scott Davidson.   Powered by

Badges  |  Report an Issue  |  Terms of Service