algorithmic modeling for Rhino
Dear all,
I stumbled upon a challenge of finding a swift way of modelling a marshland environment (fig. Marsh 3).
What I am trying to achieve is to model curvilinear shapes gently sloping up to the center a meter above the construction plane (the marshes overgrown with plants) and lower the space in between gently sloping down few meters below construction plane (bottom of the marsh under water).
I was thinking of using Kangaroo SpringsFromLine and Kangaroo Physics to make this work, however, this technique relies on triangulated meshes (I cannot find a way of turning one of those shapes into a mesh to start with) which moves away from smooth marshes I would like to model (figs. Marsh 2-3). Could anyone please help out with 'know how' on how to do this? So far I relied on physical modelling.
Your help would be much appreciated,
Wayne
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Hi Wayne,
for landscape modeling that doesn't involve overhanging cliffs or natural bridges I'd recommend a heightfield approach. Either move the vertices of a dense planar mesh up and down, move the control-points of a dense planar nurbs surface up and down or make a heightfield bitmap directly.
You can also create a less-smooth base mesh, which you then subdivide using Weaverbird components. This probably speeds up the terrain generation significantly.
--
David Rutten
david@mcneel.com
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