Grasshopper

algorithmic modeling for Rhino

David I dont know if you can understand what I am trying to say but. Is it possible to map lines over a shape? (mesh I mean)

Do you have any idea what is the math behind something like that?

http://static.dtuts.com/3d/tuts/3dsmax/deep_uv_ders/9.jpg

is too complex?

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It is possible. Is it complex. I don't know how to do it.

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David Rutten

david@mcneel.com

Tirol, Austria

You can use the Mesh Contours component from the Millipede plugin or you could modify the definition I posted here (they do the same thing but I'd go for the properly coded component).

If you want the lines to follow the uv coordinates as in the image you posted, first get the texture coordinates for each vertex (use a vb.net script with the line:  a = x.TextureCoordinates), decompose them into x, y, z values, use the resulting x or y lists as the "values" input and, if you want the lines to follow the uv border, choose a number close to 0 or 1 for the iso value (like 0.001, if you use exactly 0 or 1 it will fail).

 

Thanks vicente I will get into it!

Sounds a bit complex but if I have some problems I will post again.

have a good day

I am having problems with the vb script.

Could you help me a little more with it?

thanks

I did what you advice me to do.

But there is no room for mapping curves on the mesh. I mean what if I wanna proyect lines over the geometry?

Here is what I have so far

Yes, that's all the steps I mentioned above. There's nothing more to do if you just want lines following the uv coordinates. What else are you looking for?

oh I see. My question is:

Is it possible to map lines over a shape? (mesh I mean)

for example make some planar pattern lines and then proyect them over a mesh like a texture would do

If the mesh uv coordinates are ordered as if it was a nurbs surface, you could do as with a surface. Use the uv coordinates of each vertex to create a new flat mesh, overlay the curves you want to remap on this mesh, decompose the curves into points, find the meshpoint for every curve point, use those meshpoints on the original 3d mesh and reconstruct the curves.

 

Most likely your mesh uv's aren't that well aligned or the mesh is closed. In that case you can use something similar to what we did before:

 

The curves you want to remap have to be inside the 1x1 unit square. This will work on closed curves. The mesh to the right contains a bitmap of the curve just to check that it's following the uv's of the mesh. The resolution of the curves will depend on the density of the mesh. I used weaverbird to subdivide the mesh faces.

I was thinking about doing something like this http://www.deskriptiv.de/form/zullc

do you think that this method would be the right approach?

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