algorithmic modeling for Rhino
Im still finding my way around Grasshopper and trying to come up with something like the following:
I work heavily in 3D Max, and would do this using displacement maps. I was wondering if I could do something similar in grasshopper based off maps? It's basically intersecting rings, and it creates those dimples where the intersections happen.
Any help r thoughts on how I could achieve this in GH would be really appreciated.
You might want to see this.
Thanks a lot guys that's awesome, can't thank you enough!!
Very nice Nik. Any clues as to the process?
Out of interest, does anyone know how to make the ripples reflect off hard edges or surfaces? Or is that a simulation question?
Well upon some reflection Martyn, I came up with the following: For simplicity, symmetry and laziness, I'm only using one point source at the origin, in an ngon, and then reflecting that source along the edges to give n additional sources, that are mirror images of the original. Since they are further out, and there is some exponential damping, their influences add up but they are attenuated by their increased distance. Because of symmetry, I don't think this method works correctly for n>6; it's like tiling.
I played around with the function, changing the sine to a cosine but more significantly, changing the damping from exponential to something that goes like 1/distance, so it takes longer to diminish and the symmetry becomes more apparent. Maybe this actually has some physical meaning since the intensity of a wave spreading out over the surface of a sphere decreases like 1/r^2, and perhaps the intensity on a disk goes like 1/r.(?)
Be interesting to add strength to each point source to give another way of varying the pattern!
I guess this method works because of the symmetry but anything asymetrical would require some sort of simulation
Thanks Martyn. I'm sure in general you're right, particularly if the shape is concave or curved but I think the idea of reflecting would still work even for some non-symmetric polygons. I have to think about it some more.