Grasshopper

algorithmic modeling for Rhino

Dear Friends,

A few basic questions on input for grasshopper.

1) I am wandering the different between Geometry and Berp in Grasshopper.

2) There are some geometry Class in Rhino that could not be referenced into Grasshopper like Clipping Plane, Block, am I right and is this the complete list?

Looking forward to Anyone contribution to increase my understanding in this.

Thanks in advance.

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Replies to This Discussion

Geometry is anything that has a shape. A Point, a Line, a Nurbs Curve, a Mesh, a Surface, a Brep... etc.

A Brep is a collection of one or more surfaces where each surface can have trimming curves assigned to it.

Grasshopper at present doesn't understand PointClouds, ClippingPlanes, Blocks, Dimensions, TextObjects, TextDots, Extrusions (Rhino5 only), anything to do with Page Layouts, Grips, Gumballs and I'm sure I missed a few.

--

David Rutten

david@mcneel.com

Poprad, Slovakia

It would be great if it would be possible to sort objects by their type. Input a lot of stuff into the geo-component and then have a sorting component with outputs for each type. (I guess surfaces would be output as breps).

Maybe this is possible already? When I tried with the geo (with breps and meshes referenced) connecting it to mesh and brep components, then some of the breps (planar surfaces i think) were converted to meshes, the rest of the objects were sorted though, if i remember right.

Hi Simon,

There is a Plugin call Horster which may be something you are looking for. 

Hope this helps.

Cheers,

Sam

You can use the string component to retrieve your geometry type. Then you just have sort the strings and synchronize your geometry list.

Ok, would be great if Grasshopper understood clipping planes....

Bump! I also would like to see this feature.

Actually Extrusions trouble a lot. I just found if I use geometry component and get extrusions, that's fine. But if I use pipeline component, it couldn't recognize the extrusions.

What I have to do is to explode and join them again, or moveFace randomly and get it back. Either way is tedious though.

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