Grasshopper

algorithmic modeling for Rhino

Link to get some key symbols of L systems
And basic definition properties

http://www.sidefx.com/docs/houdini/nodes/sop/lsystem#fractal-proper...

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Well ...

... if by accident you are familiar with code I could provide several defs that expose the L fractal approach in full detail (in action):

thanks for the reply

I was searching for a tutorial as the grasshopper101

a very beginner level, and now it looks like its going well.

I can read codes from rhino script, but that's all, I cant modify or imagine one its self.

read only and often don't get it all.

but maybe your example will teach me also by your examples.

it would be great after getting done with the start here:

Houdini 16.5 Nodes Geometry nodes

L-System geometry node

thank again peter fotiadis

Well ... who knows? maybe similar puzzles could give you a motivation for crossing the Rubicon. Note: for real-life AEC applications is impossible to achieve anything without code.

Get the L thingy demo  ... but in fact for "similar" things (say: tree like graphs) you'll need another totally different fractal approach based on recursion (which means that something calls itself in some sort of "loop" until an exit condition occurs). See this "version" in action (yielding a tree like 3d Graph):

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Sure I will need your help further in my study of L system
Thank you Peter Fotiadis

I am getting the fundamentals of it while reading :
The Algorithmic beauty of plants
Of Aristid Lindenmayer

See as well:

http://www.grasshopper3d.com/forum/topics/help-to-begin-a-sequence

Get the 2 things posted in so far and give'm a spin (no L systems there, just controlled recursion which - so to speak - has far more broad usage).

In general and especially for non artistic purposes (for instance real-life AEC topics/points of interest ranging from topology definitions, graph problems, routes, spatial arrangements ... to ... trusses, facades, cats, dogs, etc etc) is paramount to attack such puzzles solely via code (for a vast variety of reasons).

Say: assume that you design some sort of facade that is made by "random" divisions (by recursion) on  some surface. Assume that the derived pieces cost an arm and a leg (titanium, Guggenheim etc etc). During the process ... well ... you have to deal with 2 things simultaneously: the aesthetics of the pieces AND packing them with the max efficiency in order to eliminate wasted material (titanium comes in limited sheets that theoretically should being utilized to the max).

blah, blah ...

Notify if you think that you need other recursion demos.

It's more or less a very simple concept provided that the whole gist of it is clear.

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