algorithmic modeling for Rhino
Greeting To All,
We would like to thank those of you who have been very supportive of us by answering the questions we have had concerning our current project! This community is pure greatness and we look forward to helping others in the future with their problems.
However we have yet another difficultly to overcome at the present moment. We have thin layers (3) of hexagon pieces in a vaulted formation. The layers we have been able to rotate within the curvature of the vault and that is most excellent. We have the hexagons themselves following the curvature of the vault without flattening out. Again, amazing. And to boot...we have the edge conditions of the hexes following a normalized path as they move along the vault which is not constant - but changes and has no strict single "center" and we love it.
BUT - here is our next and optimistically final problem to overcome. The top and bottom surfaces of each hex are - when "patched" - not following the intended curve set by the original vault. The surfaces now are either concave or convex - depending on your perspective. We think this may be a function of the curve to which they have been applied, but are completely stumped.
We included an image for your understanding!
Thank you in advance for any and all help anyone of you can extend to us in this matter!
Tags:
1. Wrong forum, please change to Discussion section.
2. Post (at least...) your curves for people to work with
Very helpful to them Taz. Thanks so much.
Ok so it sounds like you are wanting to create a smooth surface from a network of non planar curves. That sounds like fun, since this kind of operation has eluded many people. Any of the "know it all" grassHOPPAs round here wanna figure this one out? I honestly don't know yet either!
If your curves are pulled to the surface [Surface Split] may work. Otherwise more extensive measures may be required.
See this old discussion for further reference:
http://www.grasshopper3d.com/forum/topics/o14-building-help-plz
Thanks for the tip about 'Pull Curve (to surface)' - never used that one before.
Added it to code I posted three days ago - not sure why a new thread was needed for this?
No Lunchbox, no rotation of hexgrid needed:
P.S. 'SrfSplit' is horribly slow! Best to disable it when playing with all the sliders that affect the arched surface and then enable it when you have the size and shape you want.
In general (performance wise) any solution that avoids boolean operations is better but often requires more indirect solutions. Some booleans are also more reliable than others...
"boolean operations"? What do you mean, please? Is 'SrfSplit' a boolean operation?
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