relaxed space frame - Grasshopper2024-03-29T06:21:11Zhttps://www.grasshopper3d.com/forum/topics/relaxed-space-frame?groupUrl=lth&commentId=2985220%3AComment%3A1033503&x=1&feed=yes&xn_auth=nogreat!
yet, you'd have to di…tag:www.grasshopper3d.com,2014-03-27:2985220:Comment:10335032014-03-27T09:55:56.036ZFredrik Skåtarhttps://www.grasshopper3d.com/profile/skatar
<p>great!</p>
<p></p>
<p>yet, you'd have to divide the model into segments when using the Grasshopper script. </p>
<p>Not the whole model at once.</p>
<p></p>
<p>But T-splines will work as well, - choose the method you feel is the easiest for you.</p>
<p>great!</p>
<p></p>
<p>yet, you'd have to divide the model into segments when using the Grasshopper script. </p>
<p>Not the whole model at once.</p>
<p></p>
<p>But T-splines will work as well, - choose the method you feel is the easiest for you.</p> Thanks a lot for your help Fr…tag:www.grasshopper3d.com,2014-03-27:2985220:Comment:10335642014-03-27T09:52:42.075ZLudvig Haavhttps://www.grasshopper3d.com/profile/LudvigNyman
<p>Thanks a lot for your help Fredrik, no matter how simple i made the structure subjecting it to the physics script made my CPU depressed.<br></br><br></br>instead im now working with T-splines. John Ross showed me some basic t-splines modelling yesterday night and i have now just managed to output my original voronoi pattern into a very editable t-splines model. things are moving forward, for now. i really hope i have settled with a modus operandi with this one.<br></br><br></br>see image of input model and…</p>
<p>Thanks a lot for your help Fredrik, no matter how simple i made the structure subjecting it to the physics script made my CPU depressed.<br/><br/>instead im now working with T-splines. John Ross showed me some basic t-splines modelling yesterday night and i have now just managed to output my original voronoi pattern into a very editable t-splines model. things are moving forward, for now. i really hope i have settled with a modus operandi with this one.<br/><br/>see image of input model and output tspline. and how easily tweakable it is.<br/><br/><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768880203?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2768880203?profile=RESIZE_1024x1024" width="721" class="align-full"/></a></p> and the models.tag:www.grasshopper3d.com,2014-03-26:2985220:Comment:10330682014-03-26T14:01:02.681ZFredrik Skåtarhttps://www.grasshopper3d.com/profile/skatar
<p>and the models.</p>
<p>and the models.</p> rest of imagestag:www.grasshopper3d.com,2014-03-26:2985220:Comment:10330652014-03-26T13:59:39.995ZFredrik Skåtarhttps://www.grasshopper3d.com/profile/skatar
<p>rest of images</p>
<p>rest of images</p> So, I found a solution.
It…tag:www.grasshopper3d.com,2014-03-26:2985220:Comment:10332252014-03-26T13:59:03.234ZFredrik Skåtarhttps://www.grasshopper3d.com/profile/skatar
<p>So, I found a solution. </p>
<p></p>
<p>It is all about reducing the mesh complexity. </p>
<p></p>
<p>(images correspond to digits)</p>
<p></p>
<p>1) Bake the result from the previous file (Ludvig____pipe_boolean_union_from_Skatar.gh)</p>
<p>2) Turn the baked result into a mesh in Rhino</p>
<p>3) Select the mesh, in Rhino and type "ReduceMesh".</p>
<p>4) Set the number of meshes as simple as possible <br></br>(i.e. visually - click preview) without destroying the main structure. <br></br>You'll see…</p>
<p>So, I found a solution. </p>
<p></p>
<p>It is all about reducing the mesh complexity. </p>
<p></p>
<p>(images correspond to digits)</p>
<p></p>
<p>1) Bake the result from the previous file (Ludvig____pipe_boolean_union_from_Skatar.gh)</p>
<p>2) Turn the baked result into a mesh in Rhino</p>
<p>3) Select the mesh, in Rhino and type "ReduceMesh".</p>
<p>4) Set the number of meshes as simple as possible <br/>(i.e. visually - click preview) without destroying the main structure. <br/>You'll see that the spheres dissapear. 500 seems to be good when <br/>handling the entire structure</p>
<p>5) insert the resulting, reduced, mesh into Grasshopper and subsequently into <br/>the script. The image only shows a section of the structure since the operation takes a while. </p>
<p>Exploding the mesh takes out the bulgy node effect we're after.</p>
<p>But, experiment with it.</p> It seems you'll have to cons…tag:www.grasshopper3d.com,2014-03-26:2985220:Comment:10328852014-03-26T11:04:45.093ZFredrik Skåtarhttps://www.grasshopper3d.com/profile/skatar
<p></p>
<p>It seems you'll have to construct the initial structure as a continuous unified polysurface which you turn into a mesh in order to distort/smoothen the joint areas. -I guess, that is what you mean by making a boolean union.</p>
<p></p>
<p>If yes, there is a geometric problem with joining pipes, - the very same problem that occurs if you would weld pipes together for real. That is, there will be a gap. </p>
<p>The solution, also when welding for real, can be to insert a sphere which…</p>
<p></p>
<p>It seems you'll have to construct the initial structure as a continuous unified polysurface which you turn into a mesh in order to distort/smoothen the joint areas. -I guess, that is what you mean by making a boolean union.</p>
<p></p>
<p>If yes, there is a geometric problem with joining pipes, - the very same problem that occurs if you would weld pipes together for real. That is, there will be a gap. </p>
<p>The solution, also when welding for real, can be to insert a sphere which is slightly larger (see image).</p>
<p>The resulting mesh, you could add to the gh-file you attached previously, but it takes quite much computer power.</p>
<p></p>
<p>The question is, why do you really need to control the thickness of the pipes? </p>
<p>I mean, you could insert stairs in those shapes and if you do that, you work with the Voronoi script which turns your project into a continuous concept. </p>
<p></p>
<p>Working with pipes, like in my image, will give you a rather uniform expression unless you start randomizing radii, which will be a huzzle. </p>
<p></p>
<p>What do you say?</p>
<p></p>
<p>best regards</p>
<p>Fredrik</p>
<p></p> I suspect node smoothing is w…tag:www.grasshopper3d.com,2014-03-26:2985220:Comment:10328822014-03-26T11:03:44.781ZLudvig Haavhttps://www.grasshopper3d.com/profile/LudvigNyman
<p>I suspect node smoothing is what i am after. <a href="http://www.grasshopper3d.com/forum/topics/smoothing-nodes" target="_blank">This</a> is a thread about it that is not encouraging at all.<br/><br/>It is strange to me that it should be a hard thing to do, seems so basic.</p>
<p>I suspect node smoothing is what i am after. <a href="http://www.grasshopper3d.com/forum/topics/smoothing-nodes" target="_blank">This</a> is a thread about it that is not encouraging at all.<br/><br/>It is strange to me that it should be a hard thing to do, seems so basic.</p>