algorithmic modeling for Rhino
Hi All.
I created a surface and then using Voronoi created a tesselated aesthetic which I then mapped to a double curved cylinder. Simple. However I have a few queries as to how I can change my algorithm to make it production friendly. . .
1)Due to the mapping, the curves have been wrapped around the cylinder in the x axis, this creates a "seam" which is not wanted. how could I cancel this out?
2)I am aiming to take this forward and produce it out of wood, so How can I work it so that when the curves are mapped to the surface, each tessellated shaped remains in one plane. - Maybe creating this effect solely from triangles is a simple answer, which then offers a question how to create surface from tesselated irregular triangles?
I have attached both rhino and grasshopper files and really appreciate the help offered.
Cheers,
Dave
Tags:
as for the first question - see my reply here.
for planarization - you'll certainly have an easier time of it with triangles than with voronoi. Perhaps use the delaunay triangulation of the same point set? Alternately you might play around with kangaroo's planarization force, which can attempt to planarize arbitrary polygons.
thanks for the help Andrew, Attached is what I came up with.
As you can see it is quite erratic, I am going to need to calm down the "random triangle generator".
With examples 2 and 3 , the curves which are mapped do not close, do you know a way I could achieve this?
I also need to cap the top of the surface with the same aesthetic??
Im starting to think that maybe mapping isn't the best answer to this problem, maybe there is a way to "grow" directly onto a surface, I have seen a plug in called Rabbit but apparently it does not work on latest versions of GH.
Thanks again for the help.
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