Grasshopper

algorithmic modeling for Rhino

# Skeletal mesh

In response to this discussion:

http://www.grasshopper3d.com/photo/mesh

I am posting my definition for generating an open foam mesh.

(I didn't post back at the time because there were some troubles with weaverbird back then and I was having to use some ugly workarounds, but now that is all fixed)

To sum up the approach -

take a random cloud of points

generate the 3d voronoi

scale the edges of the cells towards their centres, and also towards the centres of the faces.

connect these 2 sets of scaled edges with mesh quads and join

cull some of the outer faces

subdivide and smooth with weaverbird

(In the video there were some other variations on the smoothing/relaxation, both of the initial point positions and the final mesh, using hoopsnake and/or kangaroo)

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### Replies to This Discussion

On a completely unrelated note, I'm enjoying the HSL "Hue" channel for random coloration.  That's the color pallet that shows up in academic papers (I think).

This is fun!

And here's a way to go from any mesh to a thickened dual

I created a component for the dual operation (trying out the new GHA wizard). It takes a mesh as input, and outputs polylines for the dual (because rhino doesn't support arbitrary polygon meshes).

There is a choice of how the dual vertices are created - either using centres of the circumcircles of the original mesh faces (which gives the Voronoi diagram if the input is a flat Delaunay mesh), or using the barycenters (which seems to work better on curved or very irregular meshes).

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Great, astonishing !

it is getting really serious. I actually have idea how to override connections and points for my ghx, but this need some time with scripting (getting topology from bunch of  lines). I hope I will find for it some time soon, cause now I have to do my master degree final.

i feel like im witnessing the unraveling of all the secrets to meshs right infront of my eyes. :)

Ok, as i said before it can all be done with overdriven lines. This has some limitations (for now) : mesh is open (some more culling patterns needed), and connections must exist in voronoi3d connections (delaunay 3d) :( ... Its all done with dull culling, so it aint as tricky as before.

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and now closed with artificial triangles (not as elegant as it could be)

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so cool
what exactly is this one doing? folowing one path through the voronoi diagram?