algorithmic modeling for Rhino
Hi All,
Please I need to create fractal recursive cube.
the idea is to divide the four vertical faces of the cube only into 9 polygons then generate a cube from the Lower middle polygon and repeat the rule recursively.
I used hoopsnake , may be python will be better .
kindly find attached the file and the sketches of the idea
Thank you dear friends in advance
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Hello Laurent,
Actually, It is a good link to check. Thanks alot
Thanks Peter. That was so near to what i was thinking of. I will try to modify it with the constraints I have . but sorrowfully I am not good at C#. I tried Vb and python before. regarding mesh, I was about to convert the box into mesh as a trial. Thank u again
Added 5 "modes" to play with (4 are random).
Thank you peter for your help and patience. Here i added some constraints to explain what i mean
there are constraints such as the generated cubes should be always at the middle and parametric with the variation of the original cube dimensions. but i can do the script on the base of the box in 2 dimensional only .. i want these squares extruded with the same height of the square side.
forgive my ignorance in scripting, I am an early beginner
FYI: If D2 = 1-D1 then the next generation mini Box (the child Box) is centered at the corresponding side/face center (of the parent Box).
D3 controls the "extrude" part as follows: measures the appropriate vector (per side - that's NOT unitized, mind: thus the shrink is "progressive") using the parent Box 8 points and multiplies it by D3. All that if the random option is 1 (i.e. "No") - else random things happen depending on the option on duty.
Of course for a "finer" control 2 D1 (min max) and 2 D2 (ditto) values are required.
BTW: You can translate C# to/from VB (Google that) ... but Python is another animal
ah, this i so close to a project I have in mind, but haven't gotten to, doing same but with 6 sided, hexagonal geometry, to model .. a snowflake
In general the "tricky" part is to assign a value on each child indicating the location (see the fullHistoryTree on my example).
For a cube and for that arrangement desired options are E(ast), S(outh), W(est), N(orth) (2 more are required if we want top-bottom children).
Since each child Box has his faces oriented the same way the location rule applies to all.
The only other thing is to realize that for an item positioned, say, South it can have children in any orientation except the straight opposite (North) ... etc etc.
Therefor for a 3d/2d hexagon you'll need 6 orientations (S, SE, NE, N, NW, SW) ... but clash checks are more paramount than in the rectangle/cube case.
Added some ultra LOL stuff ... but I can't attach anything since the known (a bit nerve braking) Forum issue ... blah, blah.
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