algorithmic modeling for Rhino

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Comment by Maria Chiara Virgili on January 3, 2014 at 1:22pm

That's the Pattern2's outcome ... another method (commented below), but simpler, to do an hex pattern. Do you see any differences between the two examples??? Take a look and add a response! cheers

Comment by mia on January 3, 2014 at 8:49am


Comment by Maria Chiara Virgili on January 3, 2014 at 8:44am

sorry ... always forget the "e" on the word achiEve eheh.

Comment by mia on January 3, 2014 at 8:43am

sure! :)

Comment by Maria Chiara Virgili on January 3, 2014 at 8:40am

it's a pleasure. hope it could be helpful 4 you... By the way, take into account that achive a result depends only on you... there is not "the right way" with Gh ... never! good luck and keep in touch!

Comment by mia on January 3, 2014 at 8:35am

thank you maria for shearing your idea. I am a beginner and it wud be very helpful.  

Comment by Maria Chiara Virgili on January 3, 2014 at 7:45am

Wow!! thank you for your likes and very nice words!!!I appriciate!!!

At Hooman: Yes. basically there are 4 lofts in the middle (without preview).. But first of all you need LunchBox plugin to have a good hexagonal subdivision and a reparametrized surface...any srf is good, because this algorithm always works.! and it's cool!! The alg is quite complicated to explain and long but I find a easier way, to have a similar result...unfortunately it looks a little bit "dirty". Anyway... in the first case you will have to do with crv parameters in output from hex command (lunchbox), scale factors, srf CP, eval Srf, multiplications (to set the depth) and move commands to obtain a perfect reticle without the hateful T points. finally lofts and items for every each part will help you (in hide mode) to have a mesh uv transformation and a final wbcatmull clark subdivision to achive a beautiful smoothed result. That's the complicate algorithm. the simple one is based also on lunchbox hex command and diagrid command connected to a repar srf with a right number of u and v subdivision (...depends on scale factors of the object) ... from nodes outputs you can connect two move parameters with vector N .. and then set the depht. from move outputs you will collect points and than you can do a merge + a delaunay mesh + a catmullclark subdivision or loop connected at the end.

Obout the render... this one in particular it was very very quick and not so detailed... that's beacuse a problem of time... I'll post if I can a render example of the simpler algorithm to see the differences between the 2!! I would like to have responses about :) however the software that I use to work with is Maxwell Render (next limit) + Photoshop post production... in this case I used Ps to virate colours on green and have a multifaceted effect... But having enough time you can create a material that does the same job on your render machine... Sometimes I use also Keyshot to manage materials and objects very quickly and have good results in a hurry. Maxwell, instead, is a very "wide" and complex software.. takes longer times to have photorealistic renders and it calculates results through physical data and real lights! with Keyshot you can do also videos and animations... and it's amazing how it can be simple to understand! the new egg set on my Gh board was realized only with Keyshot in a very short timeframe.

that's all!

Thanks a lot to all of you. 

Comment by mia on January 3, 2014 at 3:24am

awesome work!

Comment by Hooman Homayooni on January 3, 2014 at 3:09am

First of all fantastic job,got two questions :1 did you design it by grasshopper mat functions and loft to create your surface ? 2: what rendering engine did you used?     and lastly keep on the good work ,best of luck.

Comment by Maria Chiara Virgili on November 24, 2013 at 4:02pm
I totally agree with you about the philosophy of the software! Thanks for your beautiful words and +1! I'll do my best for the next posts:) keep in touch!





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