algorithmic modeling for Rhino
Basically just me noodling around trying to learn how to make c# libs talk to GH (thanks to Dave R for the 5 mins tute some months back!!!). This is a simple implementation of a marching cube algorithm I had previously developed for Processing (Java coded in Eclipse). I have also recently ported this to python in Rhino5 to avoid GH, but I am still to implement OpenGL pipeline for comparable redraw performance (& sliders goodness!!!). GH struggles a little with voxels resolutions over 60*60*60 (compared with previous Processing -- and on a super old laptop!) but it is surprisingly OK thanks to the OpenGL drawing in rhino i guess - although i am yet to really throw a lot of input points at the system. I am sure it would benefit from some oct-tree spatial partitioning or other when these numbers get big. there is always another job...
If anyone is interested, marching cube look-up tables sourced from the treasure trove that is: see http://paulbourke.net/geometry/polygonise/).
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Hi Max
Would you be happy to share your Python Rhino 5 version of this? I am just starting to learn basic voxel based stuff and this would be really useful!
PD hows life? the python node in gh is indeed a nice addition. i am writing a bunch of stuff in it right now as a matter of fact -- well in both gh & editPythonScript. i hope to maybe get along to the shape2fab conference next month and chat with the developers. ut definitely so far so good and much cleaner than the c# and vbnet nodes which were a bit cluttered. kAgent...gee that was a long time ago i ported that stuff - where did you find that? that was originally done for python in maya and blender. too much string concatenation or - mel-a-fying - python in maya i recall. thankfully the rhino team is doing a nicer job
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