I ve searched on both Mcneel forum and grasshopper site before asking this question. If I missed a thread please kindly redirect me to it.
I am trying to mesh a high number of curves generated through MAS strategies Using Cocoon. The thing is, it is incredibly slow to compute and I was wondering if you have any tip to optimize the computing time ?? I tried rebuilding the curves and decreasing the control points (I have no idea if that changes something to Cocoon).
One operation takes up to 1h30 min, meaning to tune and change parameters I need to wait again and again, slowing the exploring process.
This is a screen shot of my curves, roughly 625 curves.
I am on the latest Rhino WIP for Mac, running it on OS Mojave, a 512 Go SSD, 32 Go Ram, i9 2.9Ghz Cpu.
Any tips or remarks are welcome.
Hi, there I believe is an issue with cocoon, its a pretty slow marching cubes implementation, I believe there are other faster options.
I really recommend you to use instead of marching cubes, a voxels system it might not be perfect but it works and is lot faster. something like monolith.
Thanks for taking time replying me. I will give a try to Monolith plugin.
Dendro will also do the job quite fast. It uses the OpenVDB library from Dreamworks.
well monolith is the best options for raster generated voxels but there is a lot of plugins that can do similar things.
And the easiest way is by using a meshedit plugin on the milkbox group in the old grasshopper forum, with the mesh smoother of weaverbird.
these kind of shapes are also very nicely created within a polygon modelling software, especially in VR its nice to manually built it. In VR, capable software in doing such stuff is even free to use (f.e.“Oculus Medium”).
In my opinion its much easier to build in detail by direct input, because thickening curves by voxels or mesh pipes is actually pretty cumberstone and poor in detail.
yeah @TomTom , Dendro seems to give a better result than meshedit voxel component. but it’s slower.
I have always wonder how to create more detail version something like:
@Antonio_Cersosimo you could try daniels skeleton fattener Skeleton fattener + mesh cage morph
it only works with polylines from what i have understood but maybe worth a try.
Just tried both Topos and Dendo, both of them are throwing exceptions on the DLL files, meaning can’t really use them on RhinoWIP Mac. Are you on Mac, is it working on your side?
I’m gonna try the skeleton fattener…
I only use Meshes for personal projects. At work I exclusively (have to) use Nurbs.
I never did something like this on a professional level.
But apart from T-Splines or Sub-D Nurbs , this means you will need to build all Corner fillets manually for a high quality shape.
You can reduce building junctions by reducing it down to 6-20 base junctions. So the challenge would be to rationalise the geometry to a level that it works with just these premodeled junction types. This is doable in my opinion.
Building corner blends is challenging and time consuming, but at least I have learned how to create good corner blends. Its still a lot of work, but it will be feasible at least.
oh this can and probably is the problem. On windows here. Sorry I haven’t seen the Category this thread is posted in.
You can use it with curves by turning them into polylines, but I wouldn’t recommend using the skeleton fattener on millions of segments, and it won’t solve lots of overlapping parts like you have here.
Perhaps what you might try instead (and this could speed up either the skeleton fattener or something like Dendro) would be to first consolidate the curves into a much smaller number by combining nearby points.
I tried the Skeleton Fattener, and works perfectly on Mac and in an extremely and surprising fast way …
However, my initial input curves don’t touch each other… so I get meshes that are interdependent without any meshing between them. Is there any way to make it one general mesh ? I m trying to achieve something like the examples published upper in this page. Again thanks for your time…
Try using mesh_edit i believe it should work on Mac.
Meshedit2000.gha (119.5 KB)
Example.gh (3.4 MB)
If you want fast, just make them mesh pipes in gh, toss them into Zbrush, Dynamesh it, and call it a day. That is my workfkow for this kind of stuff. The meshing is pretty immidiate.
Hi @Michael_Pryor I was wondering how do you make this color gradient between white and “beige”, it is the color of the light or a bit of tranparency…??
I am not sure if administrators will allow such information diffusion here, but :
About Keyshot/ Zbrush, there is a coming webinar by DesignMorphine this Sunday if you wanna train.
Also @Michael_Pryor will give a webinar about his Plugin for grasshopper Pufferfish Tomorrow.
You can check their website.
to be fair that is translucency, referred to as SSC (subsurface scattering) and can be usually found in any render application, freeware or commercial, not sure about cycles since i dont use version 6 yet but i believe it should.
Not sure if chromodoris works on Mac, but it is a very fast matching cubes implementation. It’s multi threaded and uses a kdtree, so it scales very well.https://www.food4rhino.com/app/chromodoris
It was developed for this project which is a very dense mesh… https://www.kokkugia.com/RMIT-Mace