Grasshopper

generative modeling for Rhino

Hi,
I' m trying to populate a surface with a component and I m using a box in my definition, but the problem is that it has a non square base...
I'm posting the definition, what i would like ( it 's a quick sketch in maya) and what i got in GH( geometry is not clear due to a change in the sliders, but i do now how to manage that, but, what i do not like here is that all the components are next to the others(due to the box method) loosing the rhythm of my maya modelling)
How can i do it????
Thanks!
m

Views: 1223

Attachments:

Reply to This

Replies to This Discussion

Hi Marysol,

one method that might work could be the following:
write or find a definition that constructs a subdivision of a surface with full loops. Any definition with meshes or full diagrids like here will work:
- http://www.grasshopper3d.com/forum/topics/diagonal-grid-without-1
or see a lot of beautiful methods here to get inspiration:
- http://www.livearchitecture.net/archives/4883
Then, you could construct twisted boxes based on these curves and use them as targets? Could this be a way forward?

- Giulio
Hi Marysol, hi Giulio,

This question made me curious because it seems there're different possible approaches to defining the rythm of those dumplings...for example:

a diagrid pattern:


or a brick pattern:


Maybe you could try both...

Here's the definition for the second one:

(the coffee stained part is where the shifting happens)
Attachments:
Nice!

looking at the above image i set a def called "Uneven subdivision" of a NURBS surface, controlled by random intervals.

you can find it at:

http://www.co-de-it.com/wordpress/code/grasshopper-code

 

looks great! i will try it as soon as i can! thanks!!

Thanks to both!!!
Yeah, i had a version of a diagrid but i could' n t link it to my definition, i will definitely try with this others..and the brick one seems to be exactly what i wanted since it is how i built it in maya...
i will try both tomorrow as soon as i can
THANKS!
Oh, and just another question ,
What about if i also wanted these non square components to intersect each other ? again, i' m posting 2 screenshots with what i did in maya and what i did with the same definition that i have posted before in GH. Giulio,I have seen your beautiful definition for chains but i don' t know how to "chain" my own components.
thanks!!!
m
Attachments:
marysol,
I don't know how Giulio went about the chain's, but a strategy that may work is to make your components go outside of their "boxes" so that your tile becomes pieces of neighbors that put together make the whole instead of trying to get the whole to intersect...I hope that makes sense if not let me know and I'll try to put a sketch together that explains it a little better
Hi P.,
yeah, that is what i have done with my previous attempt, i didn' t try it with this component yet because i was wondering if there was a precise way to do it .Otherwise, i will have to modify my component to do it.But it would be nice to find a definition that can link a component without the box .Or an editable box so we could adjust it to our geometry.
or to be able to intersect the boxes...or???
Thanks
m
those things would be great for sure, but are limited by the way that the box morphing works...it is possible to build all of your geometry from the uv grid of points on the surface instead of relying on a component to be morphed into twisted boxes on the surface, however it is much more difficult than what you are currently doing, but not impossible.

Check out this tutorial to see an example of the kind of component creation that I'm talking about:

http://www.tedngai.net/experiments/gh-powercopy.html
Marysol,

I tried another approach and here's what I've come up with:


The definition follows the logic of the box morph method, only the iso-trim portions of the surface are overlapping each other:


I've attached the ghx, tell me whether it works for you or not.

--
The drawback of paneling methods like this one is that the geometry gets deformed on curved surfaces (not mentioning uneven uv distribution), so they're useless if you're planning to fabricate the design using identical pieces...
If that's the case I think you should consider using a physical solver of some kind.
--

Just a guess - is this a jewelry design?
Attachments:
Hi J,
I am trying your definition( nicel! )and trying to understand it logics..but i guess i' ll need more practice! It does work pretty well for the effect i want to achieve ( specially when i subdivided it in maya and it gets really smooth) but i don' t know why, i only get half of the surface populated and without reaching the edges as well ( as the screenshot i'm posting now). and the definition shows that's something is wrong . I' ve tried to move all the sliders but only the one for the scale works.
How did you do to get the image you have posted? How do you do to get the whole chosen surface populated?
I' ve tried several surfaces but with the same result.
thanks
m
Attachments:

RSS

Translate

Search Grasshopper

Members

Photos

  • Add Photos
  • View All

© 2012   Created by Scott Davidson.   Powered by

Badges  |  Report an Issue  |  Terms of Service