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David Bourque
David Bourque
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evaluate surface
1 Reply

Hi, I was wondering if anyone could point out a problem I am having. I am creating a series of vectors coming out of the center point of UV regions. The code is working fine in general, however on a…Continue

Tags: vectors, surface, evaluate

Started this discussion. Last reply by David Rutten Mar 11, 2010.

Twisted Box
2 Replies

My question is simple, sorry, however: I was wondering what would be the quickest way of knowing what the plug-in order of exploded Items into Point inputs (for aTwisted Box) should be? thanks for…Continue

Tags: box, twisted

Started this discussion. Last reply by David Bourque Mar 7, 2010.

Surface normal from a curved surface
7 Replies

I'm new to GH and I'm sure this is a very simple solution, however, I am unable to resolve the issue. Essentially I am attempting to find the surface normal for all UV corner points in order to…Continue

Tags: analysis, normal, surface

Started this discussion. Last reply by David Bourque Mar 4, 2010.

 

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David Rutten replied to David Bourque's discussion 'evaluate surface'
Could it be that those two surfaces have a wildly different UV domain? -- David Rutten david@mcneel.com Poprad, Slovakia
Mar 11, 2010
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evaluate surface

Hi, I was wondering if anyone could point out a problem I am having. I am creating a series of vectors coming out of the center point of UV regions. The code is working fine in general, however on a specific surface it seems to be having trouble. The vectors all seem to be poiting towards the center point (not away from it) and the amplitude cannot be adjusted (the vectors merely appear as end conditions (e.g. triangles). Any help would be muchly appreciated! I have attached two images (the…See More
Discussion posted by David Bourque Mar 11, 2010
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David Bourque replied to David Bourque's discussion 'Twisted Box'
Great - thank you David!
Mar 7, 2010
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David Rutten replied to David Bourque's discussion 'Twisted Box'
The little numbers behind the input names: (0,0,0) (1,0,1) etc. indicate which corner is controlled by which point. The three numbers refer to x, y and z. 0 means minimum, 1 means maximum. So (1,0,1) means: (Maximum X, Minimum Y, Maximum…
Mar 7, 2010
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Twisted Box

My question is simple, sorry, however: I was wondering what would be the quickest way of knowing what the plug-in order of exploded Items into Point inputs (for aTwisted Box) should be? thanks for any help.See More
Discussion posted by David Bourque Mar 7, 2010
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David Bourque replied to David Bourque's discussion 'Surface normal from a curved surface'
Great - it is working perfectly now. Thank you so much Trevor and Marten for the great info! Best
Mar 4, 2010
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trevor.patt replied to David Bourque's discussion 'Surface normal from a curved surface'
Right. The number of points you are using as anchors doesn't match the number of vectors you have, so certain vectors are being duplicated (remember vectors don't have any defined position in space). Most points are showing multiples…
Mar 4, 2010
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Mårten Nettelbladt replied to David Bourque's discussion 'Surface normal from a curved surface'
Hi David, try disconnecting your SubSrf/Explode/Item/Pt chain and only use either the "SFrames" or the "Eval" technique described by Trevor. Good luck /Mårten
Mar 4, 2010
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David Bourque replied to David Bourque's discussion 'Surface normal from a curved surface'
Thank you for the advice! The vectors seem to be much more controlled with the Surface Frames, however a few still seem to be missing the mark, and all points are showing multiple vectors. Is it perhaps something to do with the multiple points?
Mar 4, 2010
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trevor.patt replied to David Bourque's discussion 'Surface normal from a curved surface'
The problem is that "V"-vertices coming from Explode BRep component are in XYZ-space, but after going through the List-Item component you are using them to evaluate the surface as though they were UV-coordinates. Instead of using…
Mar 4, 2010
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David Bourque replied to David Bourque's discussion 'Surface normal from a curved surface'
sure - here is the definition
Mar 4, 2010
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Mårten Nettelbladt replied to David Bourque's discussion 'Surface normal from a curved surface'
Hi, can you please post your .ghx definition as well?
Mar 4, 2010
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Surface normal from a curved surface

I'm new to GH and I'm sure this is a very simple solution, however, I am unable to resolve the issue. Essentially I am attempting to find the surface normal for all UV corner points in order to offset a second set of points (each with specific offset distances) in the correct direction. The result, however, seems to be random in terms of angle and direction. Any suggestions? Thank you in advance, DavidSee More
Discussion posted by David Bourque Mar 4, 2010
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David Bourque is now a member of Grasshopper Mar 4, 2010

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Dalhousie University

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