algorithmic modeling for Rhino
I am interested in making a definition that will simulate the alteration/behavior of a "fabric" with patterned "stitches", known in sewing terms as smocking. Below is an image of a smocking pattern, where pairs of points on a piece of fabric are stitched together(1 to 2, 2 to 3 etc...)
My question is, does anyone have thoughts about components that would simulate the material qualities/behaviors of fabric via a mesh or surface in gh? I have used k2 to constrain curve length, which is similar to what I want to do, however I need to constrain the dimensions of a mesh or surface (fabric) instead. I would also need to be able to dictate what direction the pinched/gathered fabric would go (up vs down)
I don't need any assistance in creating patterns or points for puckered iterations, I have plenty of ideas regarding that. I also don't need to get into minute material quality differences (trying to simulate how silk vs wool puckers) I just want to use the definition to give me a general understanding (pucker shape, direction) of how a 2d surface or mesh "fabric" can be transformed by "stitching" points together. I would be grateful for some component/plugin suggestions. I am exploring meshedit, mesh+, k2, toolbox at the moment.
Many thanks -
I know Arthur has done something a bit like this for his Karen Millen project:
As a general approach, I'd say use a regular mesh, with length goals for the edges, and SphereCollide for the vertices with a radius around half the edge length (this stops the fabric passing through itself). Then additional length goals between the points you want to pinch together. You might also want some smoothing.
These examples might help:
Here's a more specific example.
After starting the simulation you will need to press the nudge button to start it buckling out of plane.
Thanks Daniel -
Both of your replies are really helpful. I'll be working on a definition and hopefully can post soon with the results.
Hello GH friends -
After several weeks I've made a couple of definitions from your suggestions and others that I've found online. I've attached two annotated definitions of the state of things. I have hit a bit of a roadblock, especially with controlling the movement and behavior of the mesh "fabric" in the second definition. Overall, when the mesh is simple, its controllable but not easily scaled up. (I'm not going to set anchor XYZ locations for dozens of points throughout a mesh to get a low resolution origami look) but when the mesh is more complicated, I can't dictate it's movement in a repeatable way.
Again I would appreciate any suggestions, especially on different types of mesh creation besides Delaunay (esp. quadrangle meshes), using springs, spring anchor and other line goal components. Please take a look at the thoughts and questions I raise within the definitions. For now I will continue down the rabbit hole...