algorithmic modeling for Rhino
HEY AAKASH..... plz upload your rhino file...
Hello Manu!
Here is the file!
hey aakash... i think its done...
WOW!! :-0 This looks better than I wanted!
Thank you so much Manu bhai!! :D
aakash bhai....just let me know ... if u need any further assistance in this...
Sure Man!!! Thank you! :D
VERY NICE! Well done. Just one minor suggestion: join the surfaces needed so a single component can be "baked" to get the result:
Actually... You can ditch the 'Path Mapper' and just 'Simplify' the 'Graft' data:
Which opens the door to doing both eyes at once (two surfaces) instead of just one:
Though you still have that seam in the middle... as you will if you mirror the right eye.
I'm very tempted to play around with this and apply some things I learned today in this other thread about speed improvements and getting rid of that seam, but I'm out of time for now. Cool stuff! Good to know, thanks.
Surfaces internalized in attached, modified file.
This is awesome Joseph!! THANK YOU!! :D
I will go through the thread you are talking about and try to learn it to create more iterations. :-)
This is really MANU's code, not mine. I only tweaked it a little bit. I love what he did with the offset Voronoi surfaces, resizing them randomly and lofting them with their bases to get the truncated pyramid facet effect. Again, nice work MANU!
OK, I really don't have time for this but... I tried using my code from the other thread with this eye glass frame surface and it failed miserably!? Not quite sure why but I managed to add a 'Kludge' group that fixes it. Unfortunately, the kludge fails with my other test surfaces so I added a switch between "Method #1" and "Method #2" - hence the group label "Kludge":
This got the holes to work on the 'right eye' surface but 'both eyes' fails for a different reason...
So I decided to see what happens with a mashup of this code with MANU's code to produce facets instead of holes:
It works! The "Smooth" holes produce a twisted lofting that looks a little weird - oh well.
The "Sharp" setting looks pretty good, though there are small differences using 'PtCloudCntr' instead of 'Area' to get the centroids...
This code (attached) is ~4 times faster when the point count is increased from 100 to 200 (~16 seconds vs. ~70 seconds):
Thanks again MANU. It's really difficult to write FAST code that handles all surfaces well.
P.S. Since MANU's code is randomly scaling down the "holes" for the facet surfaces, the 'Scale' slider in the yellow 'Controls' group can be set to 0.99 - 1.0 fails for "Sharp", though it works for "Smooth".
Oops! In my haste to get it working with the reading glasses frame, I flipped the very last 'List Item' to get the hole surface for MANU's code. On the larger sample surfaces ('Torus', etc.), this means you don't see the frames anymore but surfaces covering the "holes". Fixed:
And to see only the holes, you must disable the preview for the facets:
Of course, even when you don't want the facets, the code in the blue group is being executed anyway... so you can save time by disabling that whole group if you want only the holes.
Furthermore, if you want facets on the much larger 'Primary Surfaces' ('Torus', etc.), you'll need to increase the range and value of the 'Amplitude' slider:
Cheers!
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Grasshopper
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