Grasshopper

algorithmic modeling for Rhino

Hey

 

I have been looking throw the differant voroni topics, but i didnt found any one where a random voroni is based on a mesh instead of a surface.

 

Does anyone have any experience in this field ?

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Meshes are unstructured collections of objects, with simple connections data to define faces, when surfaces have their own U/V coordinates which permit to assign an unique (u,v) to each point on the surface. Thus you can map a geometry on a surface etc, while meshes are not appropriate for this purpose.

The method would be to find a surface which follows closely your mesh, and work on it, or generate a 3d Voronoi around the mesh and intersect, and there are probably other methods.

Thanks Systemig for the replay

 

I got something working abit, but its made in a weird way. and i cannot get the list to work, as u can see in the end.

Sorry I dont understand what you are trying to do with this definition.

Are you working on a planar mesh ?

hey

 

I am not the best to explain me self, i attached also the rhino file now. If u take the last "list on item" u more or less gets the voroni on the mesh surface. The problem now is to get the number matching the branch in an infinite amount of branch. As i see it.

Attachments:

Ah well, you can try that. But dont play too much with the slider, the 3DVoronoi component isnt really made for hundreds of points, better use Qhull.

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Super, thx

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