Divide surfaces - Grasshopper2024-03-28T19:30:08Zhttps://www.grasshopper3d.com/forum/topics/divide-surfaces?feed=yes&xn_auth=noWow, this is awesome. how can…tag:www.grasshopper3d.com,2014-01-31:2985220:Comment:10003712014-01-31T16:59:31.507ZPedram Mazaherihttps://www.grasshopper3d.com/profile/PedramMazaheri
<p>Wow, this is awesome. how can i create form like this...??</p>
<p>Wow, this is awesome. how can i create form like this...??</p> Wow, Very Tnx David for your…tag:www.grasshopper3d.com,2014-01-31:2985220:Comment:10004502014-01-31T16:43:18.323ZPedram Mazaherihttps://www.grasshopper3d.com/profile/PedramMazaheri
<p>Wow, Very Tnx David for your reply.</p>
<p>First i'm sorry that i cant write English well. ;D</p>
<p>For answer your question , yes, i write definition in GH. Because i'm not pro in GH , my definition is too Long and Complex.</p>
<p>Wow, Very Tnx David for your reply.</p>
<p>First i'm sorry that i cant write English well. ;D</p>
<p>For answer your question , yes, i write definition in GH. Because i'm not pro in GH , my definition is too Long and Complex.</p> reminds me of an intermediate…tag:www.grasshopper3d.com,2014-01-31:2985220:Comment:10001712014-01-31T16:11:15.155Zto]https://www.grasshopper3d.com/profile/to
<p>reminds me of an intermediate step during a reserach project from 2009</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768864920?profile=original" target="_self"><img width="721" class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2768864920?profile=RESIZE_1024x1024"/></a></p>
<p>reminds me of an intermediate step during a reserach project from 2009</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768864920?profile=original" target="_self"><img width="721" class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2768864920?profile=RESIZE_1024x1024"/></a></p> I attached a file with a VB s…tag:www.grasshopper3d.com,2014-01-31:2985220:Comment:9999052014-01-31T10:42:16.759ZDavid Ruttenhttps://www.grasshopper3d.com/profile/DavidRutten
<p>I attached a file with a VB script which iteratively merges adjacent brep edges that have the lowest angle between them until only 4 edges are left. It then creates a nurbssurface from these 4 edges which can be divided.</p>
<p></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2708926619?profile=original" target="_self"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/2708926619?profile=original" width="544"></img></a></p>
<p></p>
<p>It doesn't work on triangular patches, that requires a totally different approach.</p>
<p></p>
<p>--</p>
<p>David…</p>
<p>I attached a file with a VB script which iteratively merges adjacent brep edges that have the lowest angle between them until only 4 edges are left. It then creates a nurbssurface from these 4 edges which can be divided.</p>
<p></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2708926619?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/2708926619?profile=original" width="544" class="align-center"/></a></p>
<p></p>
<p>It doesn't work on triangular patches, that requires a totally different approach.</p>
<p></p>
<p>--</p>
<p>David Rutten</p>
<p>david@mcneel.com</p> It's do-able and fairly easy…tag:www.grasshopper3d.com,2014-01-31:2985220:Comment:10001162014-01-31T09:55:29.122ZDavid Ruttenhttps://www.grasshopper3d.com/profile/DavidRutten
<p>It's do-able and fairly easy for patches with 4 corners, but patches with fewer or more corners need additional logic. Basically if there's more than 4 corners you need to decide which ones should be ignored and for patches with 3 corners you need to decide how to extend the surface and make it 4-cornered.</p>
<p></p>
<p>Do you have an algorithm written or drawn somewhere that unambiguously makes these decisions?</p>
<p></p>
<p>--</p>
<p>David Rutten</p>
<p>david@mcneel.com</p>
<p>It's do-able and fairly easy for patches with 4 corners, but patches with fewer or more corners need additional logic. Basically if there's more than 4 corners you need to decide which ones should be ignored and for patches with 3 corners you need to decide how to extend the surface and make it 4-cornered.</p>
<p></p>
<p>Do you have an algorithm written or drawn somewhere that unambiguously makes these decisions?</p>
<p></p>
<p>--</p>
<p>David Rutten</p>
<p>david@mcneel.com</p> Moved from FAQ into discussio…tag:www.grasshopper3d.com,2014-01-31:2985220:Comment:9999782014-01-31T09:51:48.558ZDavid Ruttenhttps://www.grasshopper3d.com/profile/DavidRutten
<p>Moved from FAQ into discussion.</p>
<p></p>
<p>--</p>
<p>David Rutten</p>
<p>david@mcneel.com</p>
<p>Moved from FAQ into discussion.</p>
<p></p>
<p>--</p>
<p>David Rutten</p>
<p>david@mcneel.com</p>