ok…i did it but impossible to loft !
my helix doesn’t merge with your spiral.
Helix for create a round base…
tks Jakob, i learn
9 other method.gh (39.4 KB)
ok…i did it but impossible to loft !
my helix doesn’t merge with your spiral.
Helix for create a round base…
tks Jakob, i learn
9 other method.gh (39.4 KB)
Impressive but difficult to understand, Five Graph Mapper components
This is slightly different using a classic mesh sculpting (curve pull) in case you want to play with an ‘artisanal’ approach instead of lofting - it’s turned into a SubD at the end:
cylinder-spiral-sculpt.gh (30.8 KB)
Hi,
The latest design (by René) is a different method… I like GH
I find the loft between the spirals isn’t pronounced enough…
I made something last night: a base with a small default
10.gh (33.5 KB)
I’m trying to reproduce it with the same radius, as in the original photo…
Thanks.
Hi everyone…
Some updates to my challenge… I’ve cut off the top and bottom… It’s not very clean, and my code isn’t pretty, but it’s complicated…
14.gh (33.0 KB)
Good grief. that’s complicated! I guess some of this is from @Jakob_v_Schirmeister but I stopped following this thread after his post three days ago.
The first problem is that three expression components are red with error messages:
- Parameter “Variable x” has an invalid name. Only use alphanumeric characters and don’t start with a number.
This is a very old GH bug that happens because the word “Variable” is added to inputs in some display modes. Easily fixed by removing the word “Variable”.
Then I looked for how the shape is created, before later changes to it. Found this:
I added the white group and colored pipes to see two overlapping spirals that are lofted.
Thought of something else but didn’t like it and gave up - I was stuck trying to go off the AI image but I guess we’re not necessarily trying to copy it based on what I see in the last few attempts.
Kept going with the spiral curve, then arraying it and scaling it in order to deform it and form a loft:
Fun to play with it but it has issues…not very ‘elliptical’:
Next stupid thought was “let’s pull the edge points to circles” and rebuild the surface:
I’m sure this would be solved if Rhino adds a cylindrify-twisted-loft-plus-stitch-back-together-after-rebuilding-closed-loft lol
But hey maybe with a spherical spiral, bezier spans between ellipses or something related? I hope someone solves it!
twist-vase.gh (41.4 KB)
*Edit:
twist-vase-ADJUSTED.gh (40.5 KB)
Somehow sad. You’d imagine that this surface could easily be defined as a ruled surface where all the rules run tangent to an inner cylinder, but no. Instead, silly meshes.
I spent considerable time yesterday working with this, starting from @Arthur_UGO’s version 14.gh (terrible filename but good that it is a specific version). At some point I went back to @Jakob_v_Schirmeister’s version spiralVase_jvs_01.gh and have to say that his code is far more difficult to understand than Arthur’s ‘version 14’
But neither are great IMHO, particularly the naked edge on the spiral that Arthur fixed in a way and I fixed in the yellow group below.
But I failed to achieve a “Closed Brep” because of extremely tiny naked edges on the bottom, listed in the purple group and shown in pink on this rendered image:
(in Rhino on baked shape, ‘Analyze | Edge Tools | Show Edges’)
This challenge remains unsolved.
I searched the forum for some old work with spirals and found two threads of interest:
With a few minor changes (mostly deletions), I got a familiar spiral:
Reduced value of ‘riser’ slider:
And this thread using two spirals - also a familiar shape from this vase thread:
Too late today but I’ll try to combine these old ideas to get a fresh start at this spiral vase.
Yeah, I was looking at all the approaches to creating a spiral above and scratching my head. They seem too laser-focused on creating a spiral in the way one is mathematically defined instead of observing the basic properties of the spiral ridge the OP presented or using a beginner-friendly method.
A very cheap but limited technique is to take the seam of a cylinder that has been twisted (with the Twist component) along its central axis. You don’t have any control over how quickly the winding of the resulting spiral tightens or loosens and the more twists are made, the more regular the spiral becomes, but it is very terse definition and can be immediately applied to the desired outer form; for example one created by Pipe Variable
Another accessible method is to use Sporph to map a curve that is defined in the plane to some kind of revolved surface. I’ve demonstrated the basic idea here:
and you can see how (unlike the other solutions) the spiral begins tangential to the circle at the base of the cylinder and ends pointing vertically at the top. In the picture above, I’m using a quarter circle, but any sort of curve could be defined within the rectangular bounds and you’d have an immediate understanding of how to control the shape of the resulting 3D curve.
To get multiple windings, all you need to do is divide the source surface and curve into multiple strips:
then map the list of these to the single target surface. The resulting sporphed curves can be joined into a single curve because continuity of the curve is assured in the planar definition.
This is just a quick and dirty – the bigger issue than the spiral is of course how the surfaces are formed which, looking at the OP might be best defined in vertical strips since at some point you need to define the rectangular holes which is probably easiest defined on a surface with vertically oriented UV direction.
Edit: Or you could just sporph the holes from the plane in the same way you sporph the spiral curve. Sporph for one thing, sporph for another. Sporph for everything.
Hello everyone,
Thank you very much.
I didn’t think this thread would get so many views… I’m a beginner, and it’s very interesting to understand your codes and your thoughts.
For my part, I’m rebuilding Joseph’s latest code to learn.
Thank’s a lot
A.
I don’t see any value in “rebuilding” GH code vs. studying it and changing it. Orange group added:
When you’re a beginner, rebuilding someone else’s code from scratch allows you to learn where the components are located in the panels. It also helps you learn common thinking processes while scripting. Going through the motions is a standard learning tool for many tasks. Did your teachers not make you write things down when you were in school?
Exactly…when i was teenager, i played Lego Technics… It’s with the same pleasure i use GH !
This code was written to make regular steps around a cone, hence the ‘riser’, ‘tread’ and ‘width’ sliders that are no longer relevant. I barely remember what the white group is doing but won’t remove it until I can retain the shape without it.
Not that I remember, no. Over the last decade or more, I’ve studied a lot of GH code written by others using selective preview, temporary text panels and other tools. If I had to rebuild code to understand it, my exposure and learning would have been severely limited.
@Volker_Rakow I really like how you’re sporphin’ n’ scrunchin’ the spiral - I had started working on something similar with a twisted arc, inspired by your other comment. By the way I noticed you created curves but didn’t attempt (or didn’t show) any surface results?
Regarding you other observation:
I call my spiral a ‘place holder’
I’m with you, so in my attempts the personal challenge has been dialing in the object’s “aspect” and how both top and bottom ends show a smooth vertical transition from the spiral (curved yellow arrows drawn below) while the spiral-like curve has an interesting irregular stretch and ‘til’, making me think more about the first comment by @theoutside regarding 3-part overall composition (red lines below).
Earlier today I tweaked my polar array idea to use Smooth Polyline
in a silly way to form the ‘relaxed’ areas of the surfaces while ‘creasing’ as well:
twist-vase-ADJUSTED_b.gh (32.7 KB)
I’ve been stubborn with this method in order to avoid ‘straight’ lofting, which approximates the crease-like edges well but makes the rest of the object look like some other concept, yet always with the ends of the surface looking a bit more curved outwards:
Tried to apply it to your script, but I don’t have much control over the bottom, more scrunched part of your curve:
How would you adapt your 2D curve prior to sporphing it?
elliptic vase _ vr1_b.gh (54.0 KB)
Fun!
This is not the shape we originally tried to achieve in this thread. To borrow a very old movie title (1966!), it’s more like A Funny Thing Happened on the Way to the Forum.
The sliders at the top create the white curve, best in Front view? The number of points is arbitrary. The sliders are zero-to-one to keep the curve proportional as the ‘X_Max’ and ‘Z_Max’ sliders are changed. The ‘Steps’ slider in the orange group sets the number of sides. The code below the orange group adds thickness (‘Scale’) and a bottom to the vase.
Many things could be done differently, primarily the number of twists which is affected by sliders in the blue group, left over from the original task of steps around a cone.
Hello,
The GH model of “Spiral vase 2025 jun 14b” is very good, maybe not perfect, but for me, it’s sufficient and my printer can do it!
Can I close it?
Thanks again.
It’s your thread. I agree that version is the closest to a “Closed Brep” of the original shape. However, it’s a combination of work from @Jakob_v_Schirmeister, @Arthur_UGO and me so doesn’t feel right to credit one person with the solution.