Grasshopper

algorithmic modeling for Rhino

Hello, 

I'm trying to figure out how to generate the following structure in Grasshopper. I'd like to be able to form the structure around a mass that would constrain it. In other words, I'd like to define the overall shape and generate this structure around it.

I don't really know where to begin or even what to search for to help me learn how to do this as my knowledge is quite basic. Is anyone able to point me in the right direction of what I should be looking for? I've been trying to figure it out for several days and haven't got anywhere so any help would be greatly appreciated.

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How much of the logic have you figured out so far? Is there any rhyme or reason to the orientation of the blocks? What about the lengths? What about the connection points? What about deviation/penetration constraints for the guiding surface? What about the block density?

I assume the structure is made up of layers, each consisting of a collection of non-intersecting blocks all with the same thickness. Then each of these blocks must connect in at least two places with blocks on the next layer. Is that correct? Are connections with the layer after that allowed to be in the same place, or must they be elsewhere?

Perhaps every even layer is a shape layer that tries to approximate the shape, while every odd layer is just trying to make the connections work?

Whatever the answers are, I suspect that the algorithm for this will need a lot of decision making clauses, and they should be worked out before the programming starts.

Thanks for your reply, I would have hoped it could be as simple as:

- A solid shape is formed in Rhino which is the constraining form the generated blocks work to

- Points are generated around that form randomly around the circumference of the shape, but at set intervals along the shape (so the width of the blocks are the same)

- And then each point acts as the centre of the block and the block is orientated to the void at the point at which it touches the face

- The length can be random

this should help get you started. let me know if you have any questions... e

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Wow Ethan!! That's incredible and thanks for posting, I really appreciate it. It's already looking a lot like what I'm after. I will have more of a play with it tomorrow and see if I'm able to make some further tweaks to fine tune it a bit. 

Well Ethan, that one is a very good start  > on the other hand as David said > you must connect node to node these struts (in version V2, that is) thus you need to "shift" then in order to avoid overlaps within strut bodies. Triangulation comes in mind as well (V3) in order to achieve the required rigidity (per "set").

But it's a very good start indeed.

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