Create random lines to create textures

Hello,

I would like to make random lines pattern such as those images but I’m not sure where to start. Are field forces a good tool for doing those kind of curves? I don’t find a lot of documentation on how to use them.

Thanks


image

have you seen this thread already?

Hi Gijs,
I saw this thread after and though that it could have been the solution, however the end result is a mesh.
I modified it slightly to try and replace the base mesh with a surface but I didn’t manage to make a surface out of those pointswavy-patterns nurbs.gh (11.7 KB)

The alternative method I found was with the graph mapper and some attractor points, and it seems to work quite well, but the “topology” of my point from my nurbs surface is not appropriate, resulting in a not very smooth wave effect…wave texture.gh (9.3 KB)


And also this only works on a flat surface, I didn’t manage to apply it to a double curved surface. It seems that the node ‘surface from points’ dosn’t work with iregular grid of points

I use Clipper to offset curves. Then use SurfaceRelief to make 3d surface. It outputs NurbsSurface so you can CNC it.
wave texture.gh (40.8 KB)



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Hi Zhuangjia777

Thanks, it’s getting there but I would prefer not to use an expensive plug in, plus It seems it needs a displacement map so not as interactive as using attractor points and curves.
However I didn’t know about the plug in Clipper, it’s really helpfull!

If you want to replicate this design you better use ZigZag or Saw function instead of Sinus.
Then mesh is easier, you could go to high resolution, in 3d …
When happy with the shape put a hight number in Catmull & Clark division.

Then QuadRemesh then Subd and Brep if needed, I lost some precision but a higher resolution could help.

Here my way with some noise function from Nautilus and a tool to show all geometry without needing moving them. But that’s not mandatory except Catmull&Clark (from Weavebird).

shoe_wavy.gh (324.7 KB)

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SurfaceRelief draw texture in real time.

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Laurent–> Merci, I’ve seen the thread where you explain someting similar, and that is exactly the result I’m looking for (well done by the way it’s very impressive) but I’m really looking for having a nurbs output without havinng to convert it to subD for exemple before because you don’t end up with a clean surface at the end.

Zhuangjia → ok, tbh your plug in looks great, but the problem I have with it is that first it’s quite expensive, and secondly It’s not the workflow I’m looking for. It’s hard to explain but with this technique the geometry is automaticaly generated, and it’s difficult to then add components to twick parameter (depth at some specific positions for exemple)

the end result is something which are a series of loft between curves that are up and down. those curves could be generated by clipper, then moved alternatively up and down and then lofted all together. when the lines are generated it’s actually really easy to manually loft everything to get the result but on grasshopper it’s a matter of understanding how to sort out in which order grasshopper would loft those lines… that’s why using point seems to be a bit more easy, but maybe I’m wrong.

Well, Nurbs come with price. Acturally all compoents of SurfaceRelief are free to use and test. I highly recommoned its real time texture drawing and upload function. it save my lots of time, and it is totually free.

The loft issue that you are thinking of is about Topology. There are many tips and aids around Topology on this forum. Best wise to your work.