On the other hand ... well ... we can pretend that this could be some sort of add-on dedicated for broken pieces, (and nerves if loops = a big number) he he.
Anyway:
1. If you enable the history (the yellow things) you can watch the recursion working: get a donor box and "slice" it in 2 (either via an "orthogonal" plane [the fast boxes] or a random one [the slow breps]). Then get each one and repeat until the desired "depth" of "slices" is achieved (the loops, that is). Pure recursion in terms of programming (a function does something, yields results and then calls itself to further process each result).
Double click on the C# to see the code (but don't change anything). For the record this is the function that does the main job (spot the fact that if it's not terminated it calls itself [last line]):
2. The x, xy, xyz options restrict the random plane (actually in the boxes case there's another technique used (Intervals) but never mind). For instance (case random breps) the slicing plane is defined at the brep center and using a random direction:
Vector3d dir = new Vector3d(rand.NextDouble(-1,1), rand.NextDouble(-1,1), rand.NextDouble(-1,1));
If the 3rd value is 0 then the plane's YAxis is parallel to Plane.WorldXY.ZAxis.
3. Now if the "slicing" thing was a random polyline at a random plane the pieces could be far more "elaborated" (and/or "naturally looking") ... but the thing with programming is to know(?) where/when to stop.
4. This approach could use any donor Brep (a blob for instance) or a Brep List. Notify if you want to add such an option.
5. Added some lines more for an option that allows to sample the pieces (due to the last loop) in an automated flat "layout" (it's a bit more complex than it appears on first sight).
6. The x,y restriction mode now affects the random slices as well. See what I mean:
and the same restriction using boxes:
Truth is that all that freaky stuff could be helpful for you if you had serious plans to learn C# (not something achievable without pain and tears aplenty).
best…
works joyfully if you want to change parameters and generate screen captures and planning to do a lot of them. You can of course generate the file name dynamically referring to the parameters you gave to the script, so that you have meaningful file names.
The example below will generate two captures at J:\Temp\001_top,jpg and J:\Temp\001_front,jpg both at 600X600 px in ghosted mode.
The instructions are as follows: (if you open the VB code by double clicking you will see it)
' Note1: The script is actually calling Rhino commands.
' Note2: Remember you have to draw something and is selectable for the script to function. The script uses _SelAll then _Zoom _Selected
' Note3: After you toggle blnSave to True, a new viewport will popup, be patient while Rhino work, and wait for that viewport to disappear befor clicking on anything.
' Note4: The component is not stable if you try to mouse click on anywhere while the saving process is running. Some stupid move may crash your programme, save RH and GH files before using this component.
' FileName : String Input = Supply with the path and file name without ".jpg" extension : e.g.: "C:\Temp\001" (Without the quotes)
' blnSave : Boolean Input = Saves when toggles to True (Remember to toggle back to False after use, otherwise the script will re-run itself during next update)
' Resolution_width : Integer Input = Resolution for the captured image
' Resolution_height : Integer Input = well...
' TopYea : Boolean Input = Toggles if the Top View is captured (Default is False if not connected)
' FrontYea : Boolean Input = Toggles if the Front View is captured (Default is False if not connected)
' ...Yea : Boolean Input = Toggles if the corresponding View is captured (Default is False if not connected)
' DisplayMode : Integer Input(0-4) = Sets the display Mode 0:Shaded 1:Wireframe 2:Rendered 3:Ghosted 4:XRay Default:Shaded
I remember I took some code from somewhere but I forgot exactly the source, (if someone could remind me I would love to cite) I rewrite most of them though. But the attribution header in the code still remains there and now it seems a bit interesting to see the family tree:
'////// Marc Hoppermann ///////////tweaked by Damien Almor ///////rewritten for curves by to]///////adapted by u]...www.utos.blogspot.com ///readapted by Victor Leung @ www.dreamationworks.com
Visit my blog if you have time: www.dreamationworks.com…
se (like in nature). the length of the sticks shall be controlled by the brightnessvalues of a picture. so the bend have to be controlled, too.
now we have several problems:
1. how can i map a hexgrid on a curved surface?
2. how can i adapt the grid to the dimensions of the surface (no overlap, no gaps to the bound)?
3. important
: to create the curved sticks, we use points on a line and we move some of them and then we want to connect the right points via interpolated curve to create each curved stick. now the problem is that the points have to been filtered in the right way. we know that we have to filter each list of points to the index values of the points. the number of index values is the number of hexgrid rows, so there are a lot and we can't use a list item for each one. it could be hundreds.
is there any opportunity to sort a list after the index values (first every index=0, then index=1, ...n)?
or is there any component which does a group of operations for n-times (n is the flexible number of index values) ?
4. how can i control the length and bend of the sticks via the brightnessvalues of a picture?
please help us. thanks.
german version:
In einem hexagonalen Raster soll sich senkrecht zu Oberfläche ein Stab im Mittelpunkt jedes Sechsecks befinden. Dieser soll sich ab einem gewissen (festgelegten) Punkt Richtung Boden biegen. Zusätzlich wird die Länge des Stabes zum Beispiel durch die Information eines Bildes gesteuert, so dass auch die Biegung, je nach Länge, geregelt werden muss.
Wir haben ein Hexagonales Grid (HexGrid) erzeugt und in jeden Mittelpunkt eine Linie senkrecht zum Grid erzeugt, aus der wir uns Punkte mit CurvePoint ausgeben lassen. Der letzte ist verschoben, um eine Biegung zu simulieren. Um die Punkte zu einer interpolierten Kurve zu verbinden, müssen sie nach dem Index sortiert werden. Gibt es eine andere Möglichkeit, als jeden einzelnen Indexwert über ein ListItem herauszufiltern (Da die Rasterung flexibel einstellbar sein soll, entstehen n Indexwerte)? Oder kann man eine Liste nach den Indexwerten, also nicht nach den Punkten, sortieren?
Und wie kann man über Bildhelligkeitswerte die Länge der Stäbe und damit auch die Biegung steuern (ein kurzer Stab biegt sich weniger als ein langer Stab)?
Gibt es die Möglichkeit ein hexagonales Raster auf eine gekrümmte Fläche zu mappen?
Und wie passt man ein solches Raster (HexGrid) in eine Fläche mit definierten Maßen ein, ohne dass das Raster an den Rändern übersteht oder die Fläche nicht vollkommen ausfüllt?
danke.…
Added by doro hamann at 7:34am on December 20, 2011
nition. Using RenderAnimation component from http://www.giuliopiacentino.com/grasshopper-tools/, I could do all of above except for the Toon material part.
I have found a post regarding same matter ( http://www.grasshopper3d.com/forum/topics/how-to-add-materials-to-material-table ), but since I am not very familiar with scripts, this is what I think his definition does. Correct me if I am wrong.
Since Rhino Vray only supports Toon environment per material (unlike Max Vray has global override feature),
1. import toon material from Rhino material editor
2. add colors to the toon material and make new toon materials with color (as many as needed)
3. import that new materials back into grasshopper
4. match them with designated geometries and render. (RenderAnimation component by Giulio does this job) Here is the final work he did : http://vimeo.com/34728433
Grasshopper + Vray from Marc Syp on Vimeo.
I am using rhino 4 with vray 1.5.
I have uploaded my definition, simple definition that transforms box height along with color as frame advances. The definition works but toon effect is not there.…
bsp;
-Vehicle elements (3D objects and a component for custom vehicles; models from Google Warehouse)
-Traffic Velocity Graphs, drawn on every trajectory curve (allow custom graphs drawn)
-Traffic regulation elements (such as Traffic Lights and Stop Signals) and traffic density
-Particle Systems on trajectory curves, just to manage the traffic regulations and avoid collisions based on security distances
-Traffic Vehicle Animation Modes (Dots, Bounding Boxes or complex Meshes with attributes for final rendering (Giulio Piacentino´s Render Animation)
-Vehicle Lights and Vehicle Sights, to make visual studies
Team:
-Sergio del Castillo Tello (Doctor No, lead programmer)
-Everyone that wants to be involved, support.. these tools
The development of Roadrunner is planned to take part within a Research Group Program at ETSAM (University of Architecture in Madrid); This forum group is created just to test the interest of the community, while we keep on developing (it is still being tested), probably we will share the whole thing in the future. Cheers!
Traffic Cluster Scheme
Traffic Elements
Traffic Urban Systems
Vehicle Elements
Roadrunner - overview
Roadrunner 0 Basics
Roadrunner 1 Modes
Roadrunner 2 Elements
Roadrunner 3 Urban Systems…
, which is merely making a new Voronoi from the calculated centers of mass of the original Voronoi cells, and doing so again and again, but here I'm not using Hoopsnake or Anemone plugins to make a loop, I just copy the component into a stack of them. Hoopsnake was slow anyway since it stores all the solutions. I'm not using the native Voronoi since it only allows a geometry bounding box, not a 3D surface, so I had a VB script I got somewhere, and used that instead, and you can double click them to see the code inside. It's rather slow but can be quickly tested on smaller numbers of original points, and you really only need about five cycles since it rapidly converges on a minimum. I've created scaled down versions of the full final Voronoi cell solids, so the actual NURBS solid is likewise bigger than what you see here:
Those were done with 300 points, though many of those are immediately deleted since they lie outside the NURBS surface which is a sphere point edited into a new shape, and took several minutes, but it's only one minute for only 50 starting points in the bounding box. The blue dots show the paths of relaxation:
There are no surface points here, all are inside the original body, rather evenly, so connecting to the outside world is another matter.
Because it's not a strict topological all-tetrahedral mesh, it can in fact be more even in distribution than the usual finite element tetrahedral meshes.
It could be vastly sped up, perhaps, using something like Qhull, a command line C program, rather than a Visual Basic (VB) script.
I'm curious what exactly your STL file is. Is that a scan of real bone? Now if that really is the solid you want to make points in, well, it's already highly complex and perforated, so doing this script on it may be rather slow! A drawing of what you want would be helpful. Hundreds of points inside, but evenly spaced within the little threads of the truss? Why not use the mesh vertices as points and not use any points in the interior of the beams?
…
Added by Nik Willmore at 9:29pm on August 11, 2015
make quad mesh usable with Kangaroo and with limited inputs parameters in order to simulate funicular structures like "Vaulted Willow" or "Pleated Inflation" from Marc Fornes and the Verymany.
Here is a first attempt script.
As inputs there are :
Lines_in, just lines, no duplicates, on XY plane could have Z values, but the algorithm works on a , on XY plane could have Z values, but the algorithm works on a flat representation.
Tolerance is used to glue lines when points are closer than tolerance
Width is the half width of the “roads” going through the network
Angle is the shape of the ends of the roads, 0° means flat end, 180° a totally rounded end
Deviation is the shift generating spikes or enabling to generate pleated geometry
N_u is the number of subdivision along the “roads”, image above with 3 subdivisions on the roads
N_u is the number of subdivision across the “roads”
Zbool if false everything is flat, if true the mesh is in 3d, best with angle = 180° or -180°
For the outputs there is the topology of the network (like Sandbox)
As outputs geometry are put on datatree, each branch represent a path on the road, above 3 paths, which are brep output.
Adding a diagonal there are now 4 paths so 4 branches
The mesh M goes with F which are fixed points, anchor in Kangaroo.
U and V are lines in datatree, there will be used as spring in Kangaroo, U above
This script could be used to draw sort of roads, like in here https://codequotidien.wordpress.com/2013/03/22/hemfunction/
But the primary purpose is to do that.
…