Grasshopper

algorithmic modeling for Rhino

Hi,

I'm making a 3D Voronoi inside a MESH (generical mesh).
When I've created 3D Voronoi I want that the cell of this remains only inside the MESH and not outside. 

I want to obtain a something like this: 

and not like this:

Can anyone help me please?
Thanks

Luca

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Something like this?

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Yess!!! It is perfect! 
But I need to do this with an original MESH (anatomical parts of body in mesh) and not with BREP. Is it possible too?

Yes it is

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Sorry my bad (BAD week in practice and ... keeps going).

Get this (but I can't explain some bool mesh/mesh failures: tolerance???)

Attachments:

MIA meshes (must be some tol related thingy) : Resolved (by slightly scaling the Vor breps in order to "include" Luca ... I mean the brep/mesh, he he).

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Thank you!!!!
Great!

Now I follow your example but I want to obtain the edges of Voronoi inside the mesh! These edges serve me because they have become "pipes".

Basically:
I wish I could work on the "edges" of the voronoi who remained within the mesh!
I tried to run a BREP DECONSTRUCTION but this way I will return the cuboid of Voronoi!

Hmm (remind me to kill you when we met: I don't like meshes at all, he he)

Get this (sorry about the weld: was EXTRA stupid). For the other thing ... I have some C# code that does this (don't ask): is it a problem for you?

Attachments:

Peter: by baking can one preserve the surface color of the individual pieces?

Adding material it should work ... but it doesn't (bake).

No idea why. See attached.

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BTW: since these ex Vor breps are converted to closed meshes in order to allow bool mesh intersection with Luca [ the mesh, not you]) we are in the middle of the nowhere: no valence 1 edges (as opposed to a nice yummy brep: peace of cake to extract anything) and thus ... 

... wait a moment: what if Luca was Brep LucaFromLucaMesh = Brep.CreateFromMesh(Luca, false);

I did not understand: you're telling me that I need to convert the initial MESH in BREP (ie in a NURBS surface)?

OK, let's start from zero:

1. IF we had a brep on hand we could apply bool ops against the Voronoi breps and extract edges like this:

2. But ... we don't: so we need to apply the bool ops on an apple to apple basis  by converting the Voronoi breps into closed meshes ... and then we get that (NO valence 1 edges since these are closed meshes as expected: derived from closed breps):

"Culling" (so to speak) the edges in order to get a similar appearance with brep edges IS not that simple ... because the Luca (the test mesh, not you) is "suitable" (planar faces et all" ... but your bones are not (so the only thing that we could do is work on the (converted) planar Voronoi "faces" and eliminate some mesh edges).  

BREP is NOT a nurbs surface (not a trimmed surface is ... er ... a "surface" in the sense that an untrimmed one is). Never mind about these ... back to the challenge:

any other great idea anyone?

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