Grasshopper

algorithmic modeling for Rhino

Hi everyone.

I've recently asked how could i extrude a surface using as vector the normal vector to each point here..

http://www.grasshopper3d.com/forum/topics/how-to-extrude-a-srf-norm...

ok, that's solved.. now im trying to go further.. and based on this..

How can i extrude a surface using normal vectors BUT changing its width gradually.. i mean something like this

http://www.erneslot.es/img/tecnicas/ensanchar_09.jpg

its a very basic pic i googleled, but it shows what i want.. for example extruding a surface so it's like 1unit wide in the middle (or an edge) and gradually to the edges (or the other edge) finishes as for example 0,2 units

Thanks!

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Replies to This Discussion

Hi Avo,
I had these ideas prepared for your previous discussion (why close it?), but noticed you moved the question over here.
Hope I understood your goal correctly~
(N.B.: attachments made in GH090056)

Attachments:

Thanks a lot for the answer, Pieter.

I downloaded the files... but i don't understand them.. there are quite a lot of things i don't know how to use, because i'm still using the basic comands...

Is there a way i can understand them, or explain them for a total noob?

Thanks

If there is a component you don't know, you can use the CTRL+ALT+RMC to see where it comes from in the tabs, that might be a good start.

Another approach with less different components.
(Note it will give you a different result than Pieter´s solution though.)

Thanks for the answers.. i'll try to practice some of it because im not really used to it...

I don't know how can i control the parameters of the solid... i mean.. how could i change the params so i can hace a surf wich is thinner on the edges and woder going to the middle of it? can i have an exact width for each? (f.ex, .20 edges and .7 miidle)

You set the accuracy of defining the solid by the numbers of divisions of the surface. Here as represented by U & V input at [SDivide].

The slider will define the distance of the points being moved.

(f.ex, .20 edges and .7 miidle)

Rember the precision of this number will be highly influenced by the amount of divisions and the chosen loft options though.

Note that your input crvs are not the curves to be lofted to create the solid here.

It is not necessary and the only reason for this is to equalize the number of division in order to have a more -let´s say- balanced geometry at the end.

just a question, i think i got it... the second icon in the "make solid" group... what is it? i cant find it, i only have to put this one and i think i got it! :)

OK! done! it was a flip component (dont know it's use)

Thanks!

Attachments:

Interesting use of gene pool for multiple slider !

edit : using graph mapper instead of gene pool may allow you to have smoother evolution in your values 

and flipping matrix should allow you to deal with the different thickness from edge to midle :

(insert the flip matrix in philip's definition).

Edit : I REALLY like the gene pool hack! thank you :)

Hi Avo, I decided to use a new-ish component (PipeVariable), and extract the pipes' seam (U-curve) to get the resulting offset. (n.m.: since your curves were planar and on parallel frames). It worked pretty good with your original surf.3dm file, but I later noticed it doesn't work very consistent with other curves~ I'm sorry.
So I'm glad to see you have achieved what you wanted some other way, probably better.
(for all the surfaces to join into one closed Brep, you need to flatten the imput of the BrepJoin component.)

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