algorithmic modeling for Rhino

In response to this discussion:

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

Here's the 2 together (my def from the start of this post + Mateusz' one above) :

I got completely sidetracked from what I originally set out to do this afternoon, but it's been a fun game of 'grasshopper tennis' !



How did you do that with out the blue and orange intersecting in different spots? When I do it, i get something very similar, but they intersect occasionally...


I would be very happy if I could get some help and/or get my hands on that script you used there!

Mission: create skeletal mesh that is controllable in detail (has one point representing one node, line between them representing a bridge), visually as similar looking a 3d voronoi as possible.

Modus operandi and fail: I try to use the lines and apply WB mesh thicken, and then apply resulting mesh for use with Mateusz' script. I'm almost a noob, and cant really get it working at all.

Is this the right way to go about it? Do you have better idea? Your script above?

Ok I realize that this is a really old thread im continuing here, but anyway. I think it has value to others as well.

I have seen the problem of converting wireframe to solid discussed here ( among other places and dont see anyone having made a better solve than you have.

Oh, a relaxed spaceframe, it seems so easy...

SOLVED. Just in the slim case you were about to go looking for that old def.

Answer turned out to be to convert original voronoi mesh into T-splines and just marvel at the creative freedom.

Breps obtained with awesome looping by systemiq :) (meshing without unconnected faces)


Hi Mateusz

nice work!

Could you explain how to define the input geometry?

are these mesh boxes?

how can I model the input in rhino so that I get out a structure of my choice?

Thanks in advance


Excellent Definition. I have always wanted to create these sorts of forms: they are  extremely similar to the way our bodies structure bone, among other things. Using your script I was able to get a water tight stl that I was able to 3d print. The nastiness is simply because I haven't finished calibrating the printer.

Hi Ben,

That looks great. I was wondering how you made it water tight for 3d printing? I am trying to 3d print with that definition but I m having trouble to close the mesh. 

Thanks in advance!

One easy method that shouldn't complicate your gh. Is bake the mesh to rhino, then type the command 'fillmeshholes' i've found this fairly reliable for complex forms like this.

You might want to also then run the rhino command 'unifymeshnormals'. This is to make the best mesh for printing.

Ive attached one of my old prints, that shows it can handle more complex 'skeletal meshs'

If you want to have it closed within grasshopper, it would depend on which script you are using. 






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