funcky quad mesh generation - Grasshopper2024-03-29T09:00:11Zhttps://www.grasshopper3d.com/forum/topics/funcky-quad-mesh-generation?commentId=2985220%3AComment%3A1736413&feed=yes&xn_auth=noLooking at the drawing again,…tag:www.grasshopper3d.com,2017-04-21:2985220:Comment:17366862017-04-21T07:12:51.493ZAnders Holden Deleuranhttps://www.grasshopper3d.com/profile/AndersHoldenDeleuran
<p>Looking at the drawing again, it might make sense to implement K2 for the fucking up/shaking part. Looks almost like ridges/folds along the edge loops. So maybe anchor the perimeter vertices while increasing the face areas (while having the vertices collide with the world plane and keeping the edges at their starting length) could work..</p>
<p>Looking at the drawing again, it might make sense to implement K2 for the fucking up/shaking part. Looks almost like ridges/folds along the edge loops. So maybe anchor the perimeter vertices while increasing the face areas (while having the vertices collide with the world plane and keeping the edges at their starting length) could work..</p> BTW: Staying on the quad them…tag:www.grasshopper3d.com,2017-04-21:2985220:Comment:17366802017-04-21T06:31:14.460Zpeter fotiadishttps://www.grasshopper3d.com/profile/peterfotiadis
<p>BTW: Staying on the <strong>quad theme</strong> here's some looped Maelstrom results on meshes [random planes but steady R1/R2/Angle] derived from surface division grid points. Quads for facades/envelopes have the advantage that if things go tough (planarity) you can easily switch to Plan B (a controlled triangulation by <strong>checking angles</strong> etc etc). Also for creating a <span style="text-decoration: underline;"><strong>rigid</strong></span> economical load bearing support…</p>
<p>BTW: Staying on the <strong>quad theme</strong> here's some looped Maelstrom results on meshes [random planes but steady R1/R2/Angle] derived from surface division grid points. Quads for facades/envelopes have the advantage that if things go tough (planarity) you can easily switch to Plan B (a controlled triangulation by <strong>checking angles</strong> etc etc). Also for creating a <span style="text-decoration: underline;"><strong>rigid</strong></span> economical load bearing support structure (i.e. a truss) triangles (actually in 3d: tetrahedrons) is the way to go ... meaning that a "compatible" triangulation is always on demand. </p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769280748?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769280748?profile=RESIZE_1024x1024" class="align-full" width="721"/></a><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769281018?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769281018?profile=RESIZE_1024x1024" class="align-full" width="721"/></a><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769281354?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769281354?profile=RESIZE_1024x1024" class="align-full" width="721"/></a><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769282345?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769282345?profile=RESIZE_1024x1024" class="align-full" width="721"/></a></p> that was somehow my bet, star…tag:www.grasshopper3d.com,2017-04-20:2985220:Comment:17362062017-04-20T09:29:57.239ZPep Tornabellhttps://www.grasshopper3d.com/profile/PepTornabell
<p>that was somehow my bet, starting from a multiple ngon configuration and the subdivide and shake!</p>
<p>many thanks</p>
<p>that was somehow my bet, starting from a multiple ngon configuration and the subdivide and shake!</p>
<p>many thanks</p> Hi Pep!! All those 3 and 5 va…tag:www.grasshopper3d.com,2017-04-20:2985220:Comment:17364272017-04-20T09:28:22.783ZAnders Holden Deleuranhttps://www.grasshopper3d.com/profile/AndersHoldenDeleuran
<p>Hi Pep!! All those 3 and 5 valence vertices makes this looks more like a collection of closed ngons that have been subdivided and then fucked up a bit to me. Quick example using Weaverbird for the meshing/subdivision:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769273935?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769273935?profile=RESIZE_1024x1024" width="721" class="align-full"/></a><br/> </p>
<p>Hi Pep!! All those 3 and 5 valence vertices makes this looks more like a collection of closed ngons that have been subdivided and then fucked up a bit to me. Quick example using Weaverbird for the meshing/subdivision:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769273935?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769273935?profile=RESIZE_1024x1024" width="721" class="align-full"/></a><br/> </p> Indeed it is and since this I…tag:www.grasshopper3d.com,2017-04-20:2985220:Comment:17364232017-04-20T09:17:52.465Zpeter fotiadishttps://www.grasshopper3d.com/profile/peterfotiadis
<p>Indeed it is and since this IS something that is used in real-life by pros these days (tri meshes for facades/envelopes et al are out of fashion: blame "progress") I doubt if anyone would be willing to share a working C# solution on that matter. Additionally (facades/envelopes) you'll need working <strong>packing</strong> solutions (the critical bit) ... that I BET that you can't find anywhere (even for a price). </p>
<p>Indeed it is and since this IS something that is used in real-life by pros these days (tri meshes for facades/envelopes et al are out of fashion: blame "progress") I doubt if anyone would be willing to share a working C# solution on that matter. Additionally (facades/envelopes) you'll need working <strong>packing</strong> solutions (the critical bit) ... that I BET that you can't find anywhere (even for a price). </p> I know conversion from tri to…tag:www.grasshopper3d.com,2017-04-20:2985220:Comment:17362472017-04-20T09:07:48.201ZPep Tornabellhttps://www.grasshopper3d.com/profile/PepTornabell
<p>I know conversion from tri to quad mesh is tricky and a great field of interest. </p>
<p></p>
<p>by the way, cool "TheBigMessageOfTheDayIsThis" output ;)</p>
<p>I know conversion from tri to quad mesh is tricky and a great field of interest. </p>
<p></p>
<p>by the way, cool "TheBigMessageOfTheDayIsThis" output ;)</p> BTW: Plan A requires complex…tag:www.grasshopper3d.com,2017-04-20:2985220:Comment:17363172017-04-20T08:56:50.465Zpeter fotiadishttps://www.grasshopper3d.com/profile/peterfotiadis
<p>BTW: Plan A requires complex code (the quad conversion): if you are inexperienced avoid even trying.</p>
<p>BTW: Plan B: Try it and if you hit the wall notify - but the solution (as captured) would be carried over solely via code (not a thing that you want I suspect).</p>
<p> </p>
<p>BTW: Plan A requires complex code (the quad conversion): if you are inexperienced avoid even trying.</p>
<p>BTW: Plan B: Try it and if you hit the wall notify - but the solution (as captured) would be carried over solely via code (not a thing that you want I suspect).</p>
<p> </p> awesome!
many thankstag:www.grasshopper3d.com,2017-04-20:2985220:Comment:17364132017-04-20T07:57:51.012ZPep Tornabellhttps://www.grasshopper3d.com/profile/PepTornabell
<p>awesome!</p>
<p>many thanks</p>
<p>awesome!</p>
<p>many thanks</p> thanks, I will give it a trytag:www.grasshopper3d.com,2017-04-20:2985220:Comment:17363142017-04-20T07:57:33.356ZPep Tornabellhttps://www.grasshopper3d.com/profile/PepTornabell
<p>thanks, I will give it a try</p>
<p>thanks, I will give it a try</p> easy, thanks!tag:www.grasshopper3d.com,2017-04-20:2985220:Comment:17361932017-04-20T07:57:14.113ZPep Tornabellhttps://www.grasshopper3d.com/profile/PepTornabell
<p>easy, thanks!</p>
<p>easy, thanks!</p>