a longer approach based on Brep / Plane intersection because the Brep / Brep or Region Intersection only works if the surfaces cross.
To find the unique cases in which the surfaces intersect, I am using the [Cross Reference] set at diagonal and culling the surfaces that are coplanar.
The problem comes when I wan't to relate the given intersection, with the corresponding surface. I think, the intersections should be four and at paths: 8, 17, 19, 29. But there are 8 intersections, and more importantly I have no idea why gh is outputting those paths.
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vector * number
8. number * point
9. point * number
10. complex * complex
11. colour * colour
12. colour * number
13. number * colour
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David Rutten
david@mcneel.com
Seattle, WA…
Added by David Rutten at 10:39pm on November 12, 2010
4 to 9
Is there a way to do this with the list or sequence components other than retrieving individual list items and then lofting between each list item (circle). There must be a more elegant way to do this.
Thanks very much.
please see the attached definition as a sample...…
ouldn't the surface component only accept the number 8? it accepts 5 and 7. the grid is 7 points in the x direction and 5 points in the y direction. so shouldn't the u count be either 6 or 8?
it works with the u count at 5. i just don't understand why.
thank you so much for your patience with my questions.
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Added by pwdarden to gHowl at 6:18pm on September 21, 2013
w you do it:
1. Divide surface (didn't repeat the proportional solution)
2. Explode
3. find surface center normal [Evaluate Surface(reparameterize, point (0.5, 0.5, 0))]
4. Offset corner points (V) +/- whatever distance you want along the normal in [3].
5. Create a twisted cornerbox from the two sets of offset corner points
6. Create a Box around any choosen BRep
7. do a Box Morph on the selected Brep from the box in 6. to the TBox from 5.
8. Tada!
Oh and if the base surface is proportional to the base box the end result wont get warped like in my picture.
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ggle A
7. Toggle A
8. Toggle 2
9. Toggle 3
10. Toggle A
11. Toggle A
12. Toggle 3
I was thinking to use somehow slider and animate option....but without luck
Any idea would be appreciated…
ve a Vertex [V] connected to four other Vertexs [N1-N4].
Each of the has a Value:
V ... 1
N1 ... 5
N2 ... 3
N3 ... 8
N4 ... 11
The Average Filter would set the Value of [V] to
(1+5+3+8+11)/5 = 5,6
The Median Filter would Sort Values and pick the middle one
1,3, [5], 8, 11
Hope that helped...…