algorithmic modeling for Rhino
Each Voronoi cell is a closed polyline curve. Explode returns the vertices. Feed those into a NURBS-curve and you get a smooth curve. Or you could use the FilletXXX components to fillet the corners of the cells.
But without your data files or a sketch of your goals, it's really hard to judge where you are at and what exactly you want to smoothen/fillet.
Hello,
after having extracted the vertices how do I create the NURBS-curves for the smooth cells so that they do not just connect the vertices randomly? (as you can see in the photo) And how do I continue to produce the surface, so that the cells merge?
Thank you! (Sorry if the question is very basic, but I just started to use gh)
The above was discussing a planar 2D voronoi diagram. You'd get vertices for the closed cell borders and just plug those into a NURBS curve component.
It looks like you want to smooth the result of a 3D voronoi diagram. This is far more complicated since the cells are BReps. The most straight forward approach is probably to convert the cells to meshes and then use something like Weaverbird to smooth them. But you'll leave the NURBS world that way.
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