algorithmic modeling for Rhino
Hello everyone,
I have this complex geometry dress that I have downloaded, and I need to turn it into a much simpler geometry.
So far I turned mesh into nurb and tried Solid Union and Merge faces , but the program keeps crashing before it can process. Following that I tried cutting sections through the geometry to rebuild it, but i was only able to do it manually in Rhino.
My purpose for simplifying is to redivide the surface with my own UV grid and work on the geometry in Grasshopper. I was wondering if anyone can help me through this?
Many thanks!
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Hmm ... simplify a mesh is one thing but simplify polysurfaces is another (very complex) animal
get this for the moment (mesh check+reduce) and we talk later
best, Peter
Thank you very much for your answer Peter. That actually worked great to reduce the faces of the mesh and simplifying. I also did some manual work in the meantime and applied some WEAVERBIRD definitons to get different patterns.
I was also wondering if I could apply my own pattern to this shape. I tried PROJECT in it but it is only working in 2 dimensional. What I actually want is to wrap the shape with the pattern.
I am thinking it has to do with working with UVs? but I am still a beginner in grasshopper.
Many thanks,
Ece
Hi Ece,
Well ... let's put it that way: IF the mesh is quad (vertices: valence 4 [rather difficult in this occasion - star nodes and the likes]) then ... you can deal with the MeshFace vertices (on a per Face basis) sampled into a proper data thee and apply any pattern you like. This means get vertices > add some points more according some pattern logic > ... > make mini/module meshes > "stitch" them > ...
In fact I guess that this is what WB actually does.
"Kinda" like the way that Lunchbox does business with surface divisions.
I have code that does this (meshes and/or surfaces) ... but it's rather a complex C# script that I suspect you couldn't handle it (unless you speak C#).
BTW: try MeshLab (free) as well for your mesh adventures. Has "some" bugs (actually a lot) but does some work as well. Steep learning curve, mind.
best, Peter
BTW: patterns concerning/involving neighbor faces as well ("composite" ones so to speak) require connectivity data ... due to the fact that MeshFaces ARE not "enumerated" the "sequential" way that surface subdivisions are.
Notify if you need a thingy (bad news: C# , not a single GH component around) that inquires a mesh and tells you everything about connectivity matters:
vertices to vertices, edges to faces, faces to edges, edges to vertices, cats to dogs ... etc etc etc.
could you share the WB definition that you did as this would be exactly what i am looking for
thx
Great !!! Thank you that helps me a lot !!!
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