Question: Place surface between multiple points - Grasshopper2024-03-28T08:51:55Zhttps://www.grasshopper3d.com/forum/topics/question-place-surface-between-multiple-points?commentId=2985220%3AComment%3A1228452&x=1&feed=yes&xn_auth=noYes!! This is what I was look…tag:www.grasshopper3d.com,2015-02-20:2985220:Comment:12284522015-02-20T17:28:05.245ZTimothy Fugerhttps://www.grasshopper3d.com/profile/TimothyFuger
<p>Yes!! This is what I was looking for!! A much better approach than what I was trying to do. Thank you very much Hannes!</p>
<p>Yes!! This is what I was looking for!! A much better approach than what I was trying to do. Thank you very much Hannes!</p> I'm not really sur how your b…tag:www.grasshopper3d.com,2015-02-20:2985220:Comment:12281842015-02-20T15:39:38.895ZHannes Löschkehttps://www.grasshopper3d.com/profile/HannesLoeschke
<p>I'm not really sur how your base unit is supposed to tile and if it's only one or multiple points, that control the lift of the Corners.</p>
<p></p>
<p>I'll attach a Version with a completely different Approach:</p>
<p>a) generate a triangle mesh from your set of points using Delaunay Algorithm (than may leave some long thin triangles at the border, that may need to be filtered)</p>
<p>b) use Weaverbirds Constant Quad subdivision to get your undeformed base unit</p>
<p>c) adjust each faces…</p>
<p>I'm not really sur how your base unit is supposed to tile and if it's only one or multiple points, that control the lift of the Corners.</p>
<p></p>
<p>I'll attach a Version with a completely different Approach:</p>
<p>a) generate a triangle mesh from your set of points using Delaunay Algorithm (than may leave some long thin triangles at the border, that may need to be filtered)</p>
<p>b) use Weaverbirds Constant Quad subdivision to get your undeformed base unit</p>
<p>c) adjust each faces border, so the border polygon starts (and ends) at one of the original generating points. (might do this differenly. It's just so i know the position of each edge or vertex relative to the given original corner of the base unit)</p>
<p>d) move the original corners of the base unit according to the attractor point</p>
<p></p>
<p>Now to simulate your sinusoidal shape:</p>
<p>I use edgeSrf to create a patch from four non planar edge curve.</p>
<p>Two of those are the unmodfied subdivision edges.</p>
<p>The other two are nurbs curves made from four Points:</p>
<p>1) the end point that at the center of the base units edge.</p>
<p>2) one Point somewhere along the edge </p>
<p>those two will ensure continuity between the adjacent subdivision quads.</p>
<p>3) that intermediate Point projected to a plane that is normal to the direction of movement of the final end point</p>
<p>4) the original element Corner, after moving.</p>
<p>the last two will make the curve round out and make sure that all other adjacent curves will join somewhat continously. you may change that to whatever suits you.</p>