work just for one section curve after another, if there is a kind of a crotch(?) I have to do it seperately for each Volume and bool it later, with the Problems at the top of the thread
2. try: out of a rough mesh structure and then mesh relaxation. Problem is to inflate the mesh
no more ideas...
thank you for your help
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y testing Breps individually and found the errors occur in the case of Open Breps (especially those which seem to have lines in them).
Closed Breps and Untrimmed surfaces seem to work fine.
Can anyone point me to a solution/workaround for this ? My gh file with internalized geometry is attached.
Thanks,
Sarith…
lem that makes them a weird vertice that doesn't let me generate the final Sweep...
I would like if anyone here know the solution for this problem
Here the hexagons look nice, but whenever we zoom :
Also, this thing creates lots of planes instead of one single one for each vertice, which causes problems to the Sweep 1.
I'm a beginner in this software actually, and I'm sorry bothering you, but it's for a project I'm trying to develop for school.
Thanks a lot !
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he "View" tab, check if "File name extensions" options is checked. If it is not, then check it:
2) rename your main_ file as TerrainGenerator v20200827.gh.3) Open that TerrainGenerator v20200827.gh file as any other grasshopper file.
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Added by djordje to Gismo at 11:42pm on August 27, 2020
from 0 to 1 and multiply those two lists.
So if a point is close to the attractors (building and blocks outlines) then its Z value is multiplied by 0 (or something close to 0) and so the surface becomes flat at this point.
Likewise, if a point is away from the attractors it's Z value is multiplied by 1 and so the surface is left unchanged at this point.
Now, if you already have a surface, you can do (more or less) the same. But instead of having all your starting points at z=0 and move them on Z, you now have to get each point's coordinates, multiply it's Z value with the same list (from 0 to 1) and rebuild the points with this new Z value:
Now, if you want some more control over the "flattening" effect, you could add a single expression component after the Distance output of [Pull], with 3 inputs (X=Distance, Y=slider for min distance, Z=slider for max distance) and the expression: If(x<y, y, if(x>z, z, x))
This is similar to what both you and Joseph did at some part of your definitions.
So with the expression component you keep the areas near the attractor curves flat and the areas away from them unchanged and with the graph mapper you create a smooth transition in between.
Hope this is clear,
cheers,
Nikos
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orithm is very smart and elegant, many solution (like the "modulus" comand to adjust numbers bigger than 1 i suppose) will be very usefull for my next Grasshopper challenges...
Anyway i tried it and i think it's all very clear thanks also to your explanations, the only thing i didn't get is why you test the majority of the parameters of the curve with "0.5" and then you dispatch them...
What do you want to achieve in that way?
Anyway the rest it's, in my opinion, well understood and very helpfull too!
Thanks again and again!!!
Kind regards,
Stefano///…
hing not acceptable. To build up the final results I tried to summarize some steps and script them but I got stuck.
1) Voronoi subdivision
2) Voronoi vertices connected to the center
3) Tween curves between center and boundary
4) Control of U and V parameters
Point 4 is really important because it will allow me to control the strength of the springs in the two directions in kangaroo. Voronoi curve is going to be an anchor and the point is going to pull the mesh.
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Thank you for your answer
I have found two solutions for this simple case:
1° i use the C# script (made by S.Schiefer )
2° When i graft input parameter, it's work...
Salutations
Thierry