shift in U and V direction, setting the base and setting the size. It is kind of working. See the picture attached. The 3D object doesn't morph seamlessly yet. I think it has to do with the size of columns and rows of the grids.
I want to do this using grasshopper so I can set the parameters instead of hard numbers. I tried to use 3D morph in Grasshopper, however, I can only set the shifts in U and V directions, but I can not set the base or the size. I want my 3D object to span 2 units in U direction and 4 units in V direction, shift 2 units in U and 6 unit in V. The 3D object need to be able to tile seamlessly in 3D space.
Any information will be highly appreciated.
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Part II is here! how to make and place a 4 centre Tudor arch! Subscribe for more videos!Part I: https://www.youtube.com/watch?v=BP1VnXHFQgE0:00 Walls0:39 Min...
g Monolith, exported .stl2. Import into Meshmixer, or reduce and remesh 2. Import into Rhino, do Boolean Intersect of a new Cube, to re create crisp cube edges 3. Import into Grasshopper, Cleanup geometry using WeaverBird and thicken wireframes.4. Import into Keyshot for rendering5. Whats still missing in my Tool chest s a 3d Printer ....so sad! My workflow: for the picture on the Right 1. Did not use Monolith at all…
defined size from a list of available sizes.
4. The gap between gems is controlled.
5. Prongs are placed among gems and totally controlled.
Keep on working on algoithm to make it more universal, controlled and bugs free.
Thank you guys for showing me THE WAY! ^_^
Here is the subject to discuss. Maybe someone finds interesting turns in my logic.
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Here are photos:
1. The whole piece:
2. Modeled from resin on 3D printer:
3. Here is folded and curved versions next to each other:
4. And another angle showing the curve and the fold:
ith 4 points).
You can easily find a x^2 equation minimal value, and slider can have 2^300 unique states (lots of .0000, nearly .00(0) ;) )
Can you tell more about problem from your lecture ?
And about randomness - you use system.random class to generate first generation (and mutations) ?
I know that this class generates statistically good results, but when evaluating 2d space with uv coords you can see some patterns...this makes me think is there any better idea to generate random values ? (I know more-less how random class works)…
dy, that's perhaps why there there is such a discrepancy of lines in the ears as opposed to the body.Alternative proposal: 1. Start with a 3d populate bounding box with lines between two points, This bounding box must encase the Target geometry. ie the Bunny.2. Input the Bunny Mesh3. Trim the 3d populated bounding box with lines. up to the boundary of the Bunny Mesh. What remains are the lines contained within the Bunny Mesh.4. Now let the Cocoon script do its thing.Does this approach make sense? But more importantly is it doable in GH? (I have a Bounding Box)…