algorithmic modeling for Rhino
Hi,
I am trying to create a sphere with a specific topology, but i don't know what's it called.
This is what i'm going for:
[img]http://img96.imageshack.us/img96/8057/gf5n.jpg[/img]
And i achieved the point distribution albeit clumsy.
[img]http://img809.imageshack.us/img809/6294/sxui.jpg[/img]
I started of with a square grid, output the points. Then i created another point in the center of the grid, which i moved perpendicular to the grid. The offset between them is my sphere radius.
I then connecte all of the grid points with the center point, and this length is my angle in radians (divided by radius).
With that angle, i simply created a plane for each of the grid points with the center point on the grid, and center of the sphere. In these planes, i rotated the center grid point by the angle in radians, and i get the resulting sphere.
However, i can't figure out how to deform the circles i now want to put into each one of them, and i suspect that i might need a different approach.
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For some reason, i registered with a super ancient email address and i couldn't retrieve my old account. I'm the same user :)
I did this in unity3d, to learn a bit about shaders. For example, in max, if i run a script that loops through all the vertices in a mesh and does some math in order to 'spherify' the mesh, it takes a few seconds for a relatively small mesh.
In a shader, this happens 200 times a frame.
http://dusanbosnjak.com/test/sphereCorrect.html
I still haven't got a slightest idea how i could recreate this in GH. I figured perhaps that i could have each point extend another 4 points from it, following the sphere, and then create a curve through them. We used to draw perspective deformed ellipses in architecture school, i basically would need to skew an ellipse here, because the end output needs to be 2d.
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