Grasshopper

algorithmic modeling for Rhino

Dear comunity,

lont time I dont post a question, so here it goes!

I'm looking for an easy way to produce an irregular quad mesh similar to the one in the image. Any tips will be most appreciated

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here's something that might be a start at least.

easy, thanks!

Maybe try starting with a normal quad mesh and give random length values for each edge in Kangaroo2? (example file) or if you have the final vertices try pulling the initial quad mesh vertices towards those?

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There's 2 "fast" ways to do that (among others):

1. Populate randomly a surface (NOT using David's excellent stuff since this yields "uniform" points), do a Delauney (and/or remove undesired Mesh Faces) and then do a tri to quad conversion (requires code that is not very simple, mind : Google that).

2. "Agitate" (up to a point) a grid (say, due to a surf division or using some other source), do a quad mesh and then use recursively Maelstrom Morph on random Mesh vertices (for the Morph plane) and maybe random R1/2 values. Shown a similar Morph in one generation:

awesome!

many thanks

BTW: Plan A requires complex code (the quad conversion): if you are inexperienced avoid even trying.

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).

I know conversion from tri to quad mesh is tricky and a great field of interest.

by the way, cool "TheBigMessageOfTheDayIsThis" output ;)

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 packing solutions (the critical bit) ... that I BET that you can't find anywhere (even for a price).

BTW: Staying on the quad theme 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 checking angles etc etc). Also for creating a rigid 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.

thanks, I will give it a try

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:

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that was somehow my bet, starting from a multiple ngon configuration and the subdivide and shake!

many thanks