Planes are infinite, you probably mean surface.
Ripple a rectangular planar surface, then project the curve to that surface and trim (split) it?
Planes are infinite, you probably mean surface.
Ripple a rectangular planar surface, then project the curve to that surface and trim (split) it?
Is there a way to make it work so that I dont have truncated ripples on the edges? (Imagine them being squished against the edge rather than trimmed)
Yellow group. Had you posted your own GH code and geometry, I would have used it instead.
P.S. I left out Fillet by accident, you might want to add it back.
P.P.S. This code has been hacked several times, I barely remember how it works. It probably needs a rewrite?
I tried this but was given an error. I really appreciate all the help
Unable to open R7 .3dm file in R6. You could internalize your geometry?
Would have been better to have this in your first post.
Forget the parts in my code that ripple the surface, use yours instead!
Let’s try this again. Replace the gray group with your own “force field” ripple code, generating values in the ‘0 To 1’ range, and replace the ‘Edge Crv’ with your own geometry.
Note the effect of Untrim to get a base rectangle. If that doesn’t work, try ‘Surface | Primitive | Plane Through Shape’ instead.
Note the effect of the ‘magnitude’ slider (blue group) and how it’s multiplied by ‘0 To 1’ values from both the gray and white groups.
The yellow group splits/trims the new rippled surface back to your original ‘Edge Crv’ shape.
The ‘range’ slider in the white group affects the extent of the edge damping.
Without your code and geometry, this is all I can do.
Hi Joseph,
I am working with @andrea.guillen001 on this project. We tried implementing your undulating surface script into the “marble_turbulence_noise_v3.gh” file that was mentioned in this thread (which is what we are using for the rippling surface). I think our main obstacle is getting that marble turbulence noise script to fit into the site boundary we are working with and finally creating the edge damping.
Attached is the .gh file and .3dm file in Rhino 6. You will see where we tried to implement your undulating surface script without manipulating the marble turbulence noise script.
Your help is appreciated!
siteripplestest.gh (39.4 KB)
I can’t see most of what you’re doing. sorry. One thing jumps out though… in my code, SDivide is well before SrfGrid, not after it as in your code. The damping takes place before SrfGrid as it affects the height of the points that define the “ripples”. It looks like you are creating a grid of points using ArrLinear instead of SDivide?
Hello
if you are OK to work with mesh there is not a great difficulty to do what you want.
Begin to work with coarse mesh (triangular or quad) then when happy go for more refined mesh.
Subd version
Hey @laurent_delrieu, thanks for providing all these details. For some reason, no matter what input I change, the middle portion of the plane remains empty. Do you know what is causing this?
Hello
In order to be helped, it is best to post the script.
I just think this is a scale problem.
There are 2 differents scales
Scale for the Sinus/Cos and scale for the noise.
If only sinus
There is a period that is
@laurent_delrieu Thanks for the quick response. Yes, I’ve realized that my scaling was way off and I’m able to get a clear pattern now. The last problem I have is that there tends to be some faded or empty sections of the output (see photos). Is this also a scaling problem?
Not easy to say, it seems that the example you provided doesn’t generate the last picture.
As the last part of equation is Math.Pow(Math.Cos((pt[i].Y *att * noise[i] / 2) * a), 1) / 2.0 there is an effect of Y coordinate. You could add a variable say y0 to do Math.Pow(Math.Cos(((pt[i].Y-Y0) *att * noise[i] / 2) * a), 1) / 2.0
Try to deconstruct the equation to see what it outputs. I generate them a bit randomly. If it was OK I keep them but I didn’t document them (such a shame).
Power of 2
Power of 1
Hi together,
I am trying to build a sole with the script from Laurent. Is there any way to keep the edges and in some way influence the “waves” in their position and direction?
Thanks a lot for your help.
250222_Sole.3dm (1.1 MB)
siteripplestest_sole.gh (41.3 KB)
A little bit late at the party
but could be helpful for others.
To make a smooth border, I use Mesh Edges to get the edge.
You can offset without making solid. Here using Pufferfish plugin. But could be done easily with legacy components.
So you’ll have 2 meshes.
Then glue the whole thing
Using this you don’t change the noise pattern but the way pattern
can do this pretty simply:
rectangle pop 2d —> heteroptera noise field —> sample field at points —> remap tensor values to sin / other graph —> move points to normal or z or whatever
Nice! Looks like there’s a weird pinch point in the centre but sounds like a much more simple way of achieving this effect!