Grasshopper

algorithmic modeling for Rhino

Hello everyone. I wonder if there are some mesh wizrds here.. I am looking to create a mesh that goes from fine to coarse within a given frame. as you can see in the pictire, I have a fine mesh, and I want to create a new mesh that is merged to it in the large triangles. Thing is the triangle should be coarse in its middle.. so there is some algorithmic logic here..  

Views: 1214

Attachments:

Replies to This Discussion

Well ... today is Monday (the @#$%$@ day, that is). I don't predict that I could find that @#$@%$ 1 hour required for finishing the Plan B briefly described above.

Plan B does either a graph [for inspection], or mini "tri-Breps" or mini Meshes or a joined Mesh. Plan B works in // mode as well (if you have a zillion of triangles and a billion of cores and some dose of good Karma).

So ... get a 2 minutes job via the White Side (which bad IS, he he). The same via the Dark Side works in // (delauney mesh is done internally via code and the pop-geo thingy as well). BTW: you can get mini "tri-Breps" from the mesh in case that Abacus ...

more soon(?)

Attachments:

Thanks alot! I will use it for now, the dark matter lays in the optimization of the mesh for having it better distributed but that's the extra sause..

Impossible to find some rest ... but the Dark Side doesn't deal with meshes at all (until at "construction" phase [breps or meshes]) > it just "links" point sets to other sets the further you "loop" into the central "core" triangle. For each loop there's a source Data Tree (balls) and a target List (where the lines meet). It chooses what to do automatically taking into account ... er... various things (and the "linkage" density per target point).

Hey, I was playing with it a bit. it's getting a bit tricky wehn the triangles become more narrow, I also used some offsetting logic.. I thought maybe about mapping it to a color map with the uv..I'm not sure how to control the density through the color map.. like which parameter is attributed to thecolor number..this approach would be easier because it would respond directly to a controlable gradient which is mapped through 3 nodes..

RSS

About

Translate

Search

Videos

  • Add Videos
  • View All

© 2024   Created by Scott Davidson.   Powered by

Badges  |  Report an Issue  |  Terms of Service