algorithmic modeling for Rhino
This video documents the process of creating tentacle-like structures / artificial organisms within GH. This procedural model integrates recursion through C# scripting for the development of the moving and adapting tentacles. The procedure is parametrically defined in terms of the initial geometry explored , the inherent properties of the tentacles (i.e the distance between them, their interlocking ect) and the size of the final structure. However each organism can be addressed as an emergent bottom-up outcome.
The initial boost for this experiment came from this discussion:
http://www.grasshopper3d.com/photo/orgjunc?context=latest
More info soon at:
http://digitalsubstance.wordpress.com/
How about this maya??
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Sweet!! Looking forward to it..
it does avoid multiple objects. I'm still fine tuning but will def send it to you when completed.
@Michael
I believe that this would be an interesting experiment. Is the curve around definition operating on multiple objects at the dame time, meaning avoiding multiple objects? A nice ecosystem would emerge from this approach.
hmnn wonder if this can implement along with my curve around definition so it can grow around objects. Nice work.
@ Jacek
Thank you. This routine can actually have a fair amount of control over self intersections. The thing is that this can only happen when each tentacle is regarded as a curve, while carefully adjusting the recursive parameters of the script as the algorithm iterates(either manually of by a feedback loop). The advancement to the level where the resulting mesh can be treated as a non intersecting totality isn't realized yet, plus I am guessing that this would be really intense in terms of computing time and power.
@Arthur
Thanks Arthur! yes the mesh is indeed is indeed very clean,no errors, faulty vertices or quads. However I haven't printed anything yet, hopefully will do in the near future. Unfortunately I don't have direct access to a 3dprinter. i will release part of the code and a brief explanation through my blog the following days.
nice work, have you tried implementing some additional code to detect collisions and avoid self-interections?
hehe "how about this maya??"
Very nice! And the mesh looks very clean, have you printed some examples? Looking forward to seeing the code.
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