Grasshopper

algorithmic modeling for Rhino

I am trying to create a bone or web structure like the picture above. I began with a cellular automata script component that I found, and I am modifying it. What I'd like to do is connect all of the corner points of an array of boxes that the cellular automata component is generating, and somehow pipe and smooth the connecting lines to begin to generate something like the structure above. I have tried to prox 3d the corner points, WB components, smoothing, voronoi 3d, and im out of ideas.. If you know how to create anything close to the structure above, PLEASE let me know! Thank you!!!

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Comment by kyle_01 on January 26, 2012 at 3:15pm

Gwyll, above is a voxellogic program called acropora and it seems to yield interesting results. I am very interested in pwrapper and pflow. I have yet to experiment with them, but they seem to encompass a more mathematical or at least logical means of generating patterns like the "ive heard about" project in my original post picture. The voxellogic program seems to operate quickly with an enormous amount of processing, which is cool, but its still too random and crumby looking. 

Michael, Your sea shell typology is beautiful. That is essentially where I am at now in my GH definition, but I would like it to have more depth, playfulness and randomness.. if that makes sense. I think perhaps finding a logic with isosurface particles might be what I try next.. but im still going to work on my GH definition. I have faith.

I really couldn't thank you guys enough for guiding me in the right direction though. I am a 4th year architecture student and I am trying to generate this for a project. Ill post pictures of my progress!

Comment by RWNB on January 26, 2012 at 7:42am

Thank you very much Gwyll!

Comment by Gwyll on January 26, 2012 at 4:08am

There are a bunch of ways to isosurface particles or geometry, the best ways I have found are using either 3ds max with a plugin called PWrapper, or using Meshlab, or some voxellogic software, or (really a strech) an old dos program that comes up if you google isosurface. Rhino and grasshopper unfortunately dont help much at all here. 

My definition just sorts lines intersecting at nodes so that they form a clockwise list. Then its simple enough to create mesh faces around the node that arent too messy (are watertight without overlapping faces etc), and smooth them using weaverbird.  

Comment by Michael Pryor on January 25, 2012 at 5:18pm

Metaballs are good, but good luck processing that amount of geometry and "skinning" it. I suggest weaverbird, specifically the frame component accompanied by thicken and catmull. I have done similar things before, the processing is not pretty tho.http://www.grasshopper3d.com/photo/sea-shell-typology?context=user  

Comment by kyle_01 on January 25, 2012 at 1:39pm

Gwyll, I definitely agree that this may have been generated with a marching cubes or metaball. Does anyone know a good metaball 3D script or definition anywhere? In your definition below, how are you generating the points? or are you placing them manually? Also, how are you piping or smoothing the mesh from the vectors? Thats the part im stuck on with my definition.. how to get from the vectors to mesh, and then smooth it all..

Comment by taz on January 25, 2012 at 11:16am

The image is part of the series "I've heard about" by Francois Roche.

(no Google image search required...)

Comment by RWNB on January 25, 2012 at 8:52am

Gwyll, it would be nice to see your def.

rassul_wassa@gmx.de

Comment by Michael Pryor on January 25, 2012 at 4:30am

Gwyll, mind sharing you def? mikepryor@hotmail.com

Comment by Gwyll on January 25, 2012 at 3:58am

Though that project would have been meshed using an implementation of marching cubes algorithm. Google isosurfacing/metaballs/implicit surface/blob mesh

Comment by Gwyll on January 25, 2012 at 3:57am

like this (plugging my own definition again)? http://ledatomica.wordpress.com/2010/08/31/space-framing/

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