ve...
Here's a summary of what I did:
-projected both surfaces to XY world plane
-done intersection from those 2 boundaries (common area > working area)
-offset this last area to get some tolerance (maybe unneeded)
-by using coordinates from bounding boxes and some trigonometry I've created an array of points and then rotated each column around the first point of each column by -60° (-pi/3) to achieve a triangular grid
-again with "info" from bounding boxes created vertical lines enough long to always pass through both surfaces
-with intersect component + grafting + trim/partitioning/replacing created final points tree with this structure: { collided surface index ; U coordinate } ( V coordinate )
-finally with Relative Item components and specific offsets created every lines wantedĀ (and also more)
EDIT:…
ou can use a [Project] component.
2. In the above solution all the vectors have equal length(amplitude). If you want different lengths you will have to replace the slider with something else. But you must first decide: How will these lengths be different?
Based on the distance from one point (attractor)? Based on the curvature of the surface? Based on the elevation (Z coordinate) of each point?....
So you should decide a specific rule, for example: The vector lengths start from 1000 on the lowest point to 5000 on the highest point.
So after that you move the points by these vectors. In order to create curves on these points you must first orgasize them into lists. You can do this with [Partition] component, using U count as the list length. Then you can use [IntCrv] To draw the curves.
Hope this is clear so far. When you decide about the vector lengths we can see how to replace the slider!…
fo). This means that the U/V "grid" could yield too many subdivisions when topology is not suitable:
What means "too many" ? ... for instance spot this "corner" where hexagons are squeezed like sardines in a can: what exactly Daniel could do with a similar situation? Topologically speaking It's a classic rabbit hole where garbage in > garbage out so to speak.
Additionally the "shifting" in the "main" area doesn't help things at all not to mention that has very little real-life meaning IF this is some AEC type of envelope that would being "approximated" via hexagons (or other).
The solution? Well ... in order to get some (i.e a relaxation towards "same" modules, that is) you must give some > try to design a more "cooperative" surface especially IF Kangaroo type of physics engine is involved.…
that you can specify a shdAngle when you connect up a sunVector (or a sunAltitude in your case). Ā Right now, the shades are always horizontal when you connect a sunVector and this prevents people from using it for cases like that here unless you angle the shades like so:
Antonello, if you could integrate your current work in a manner that allows you to set the shadeAngle when someone connects up a sun vector, I think that will be the best of all worlds.
Let me know if you have any questions on this or on the shading designer.
Also, I noticed that you should give people the option of setting the angle of the shades by U or V. Ā Otherwise, it is easy to generate shades facing the wrong direction like so and in the attached file:
-Chris…
g wrong, but the "Trail" and the "Connectivity" output on the Creeper Engine is always empty.I've tried to change the Creeper_Engine_Test (original from the example file) to the final one on the plugin tab. But it didn't work either.Apart from that I had two problems when I first opened the Mesh Crawl example:-First it asked me for the Element* plugin (even after I had the last version installed). The example file probably have an old version of "Mesh Combine & Clean" component (in your video it is shown as a "G*u" icon). I've placed the new component and it worked like a charm!-It asked me for a MeshEdit1900 plugin, but the component of this plugin isn't connected to anything (so it may not be necessary?).Ā -At some point it asked for an arduino folder. But I am not sure if it was because of Culebra 2.0 or Element* (I installed Arduino anyway I would have to do it at some point).…
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Generelly I can connect theĀ the points along the both chords in oder to madeĀ lines as web member.
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I take the 2 curves(top and bottomĀ chord) and divide it into the same number(green points).
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Now we can see the problem,Ā thatĀ the green points dosent match the red points. Coz the red points are made through ''Divide Domain'' and the green points are divided through 'divide curve'.
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How it is possible to 'extract' the List-Data(as List A) from the divided-Domain, so that we couldĀ put (using 'Crv CP')Ā those Data on theĀ bottomĀ chord (as List B)...please look sketch below.
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thank u all!!
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Added by Frank Tseng at 3:36am on December 7, 2010
anaible tower in Paris...
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I would like to reproduce and effect like Agbar Tower of BacelonaĀ and Gws tower of Berlin...
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I made all the model and now the problem is how to make the render...
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I made whit Grasshoppe lots of object with different gradient color and I don't know if I can import correctly this color in 3dStudioMax...
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I woul like to know if is it possible to import in 3dStudioMax the color set of the object maked in Rhino...if is it I would like to know how!!
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Anyway I'm also thinking to make a render whit Vray for Rhino...
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What do u think?
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Thanks for the attention....
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-between the two existing surfaces, and the isocurves of the surfaces which are in-between the Uās and Vās of the existing two.
Iām unsuccessful in a couple of things:- Now Iām using the SubSrf Isotrim, which I think makes the definition heavy and, for now, I donāt need the isotrimmed surfaces, but just the isocurves.- The other issue I canāt solve is that I sometimes have two surfaces as inputs which have a different surface plane (like srf 3 in the rhino model). What happens, is that the lines in-between the two, are twisted.- And the third, more general question, is:Ā How can I turn trimmed surfaces into NURBS surfaces (in rhino or grasshopper), so the Divide Srf component works based on the edges of the surface, instead on the edge of the untrimmed srf.I know the following works for one trimmed surface, but I guess it might be a bit overdone (and doesnāt work for multiple surfaces): Input trimmed srf > Explode Brep > use the vertices > exploded in four outputs > use them as input for Srf4Pt.Still in the learning process Ā so please tell me if I do things which could be done must easier.Ā And thanks in advance!…
X and Y values of the Image. The image sample is also directly proportionate to the surface.
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The image is Grayscale and I have interpolate checked, as you can see below.
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Please help ASAP!
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Thanks!
Jamie
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