Grasshopper

algorithmic modeling for Rhino

In response to this discussion:

http://www.grasshopper3d.com/photo/mesh

I am posting my definition for generating an open foam mesh.

(I didn't post back at the time because there were some troubles with weaverbird back then and I was having to use some ugly workarounds, but now that is all fixed)

To sum up the approach -

take a random cloud of points

generate the 3d voronoi

scale the edges of the cells towards their centres, and also towards the centres of the faces.

connect these 2 sets of scaled edges with mesh quads and join

cull some of the outer faces

subdivide and smooth with weaverbird

(In the video there were some other variations on the smoothing/relaxation, both of the initial point positions and the final mesh, using hoopsnake and/or kangaroo)

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Hello, I wanted to know if you could post a screenshot of how the components work together.

I do not know how to go on with this part:

scale the edges of the cells towards their centres, and also towards the centres of the faces.

connect these 2 sets of scaled edges with mesh quads and join

cull some of the outer faces

subdivide and smooth with weaverbird

I also cant use weaverbird, because my school deleted it from the school computers and I am working on this computers. 

I only need to knwo how to set an offset on the outline of each cell. 

Hope u can help me out!

Thank you!

Attachments:

Elizabeth, he posted the definition in the first post so you can open it up and take a look at how the parts work together.

Hi Alex,

Did you ever find a solution? I'm trying to solve the same problem. It seems like any ngon lattice/mesh with more than 4 sides is very hard to work with.

Thanks,

Mike

Hey guys,

this seams to be the most extensive entry on the topic of meshes and spongelike meshes.

I have the following issue: I generated an ant like geometry of lines that adjustes its 'legs' to meet two different planes. I now want to cover the inner frame of lines with a smooth mesh body to be able to 3d print it.

So I basically have a skeleton of lines and need to generate the body around it.

Can anybody give me some pointers?

Thanks already,

Christian

hello

you can try this http://www.grasshopper3d.com/group/exoskeleton

(and just in case) with the help of this  http://www.grasshopper3d.com/profiles/blogs/topologizer-network-cle...

cheers

alex

Hello Alex,

this looks great! I'll try it out right away tonight.

Almost looks too good to be true, I am curious how much the exoskeleton plug in permits modifications, to be able to precisely 'design' the outcome.

Thanks so much, cant wait to check it out!!

Christian

you will have to test it. you can always join the group and post there for further help. David Stasiuk, the developer, is a frequent poster sharing knowledge.

Thats great and yes I alreday joined the group, so I will definetly tap into your knowledge and hopefully one day add an intersting post or two to the discussion.

Regards,

Christian

Hi guys!

I've found this discussion, that it's quite old, but I'm gonna try anyway to ask you some more information.

I'd like to model a building like this one:


and I think that a GH definition like those that I saw reading this discussion could be right for modeling the building's structure.. this one in particular, by Mateusz. 
I've downloaded that .gh file and also others, but for some reasons they don't work properly.. So I'm asking you if, during this time, you have some other definition that could be useful for me.
Thank you all!

Ok, I've just found Exoskeleton... It seems the right solution for all my problems!

It seems the right solution for all my problems!

Maybe ... but on the other hand: Long is the path (and hilly):

https://www.google.com/url?q=http://www.grasshopper3d.com/forum/top...

https://www.google.com/url?q=http://www.grasshopper3d.com/forum/top...

ahahaha.. I'm realizing right now that is longer and more hilly than I had expected:

http://www.grasshopper3d.com/group/exoskeleton/forum/topics/voronoi...

But I think my problem is simpler than the ones you've linked

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